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IWEPLET 2013
The EuroPLOT project and the IWEPLET 2013 workshop are funded by the Education,
Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633 from 2010 – 2013.
ii
The EuroPLOT Project Partners:
Aalborg University (Denmark) hosts the Centre for Persuasive Design, is the originator of the EMDROS
database and the 3ET tool. Aalborg University also provides target groups of teachers in archival work, language learning and environmental science.
DHI (Denmark) is an international consulting and research organisation, and brings expertise in the development of technical guidance and courses for vocational training, including the application of e- learning resources and tools, and represents the target group on environmental science.
The University of Hradec Králové (Czech Republic) has led several European projects on learning objects, particularly on their creation and distribution through repositories (for example e-dilema), and is experienced in using e-learning in teaching business computing.
Danube University Krems (Austria) has a large interest in Open Educational Repositories (OER), the development of e-learning taxonomies and learner- centred design approaches related to learning environments, and has significant experience of evaluating educational projects and expertise in learning design and pedagogic frameworks.
Leeds Metropolitan University (UK) is the lead partner on this project and has expertise in developing learning objects (participation in 2 European projects), practical experience in Open Educational Repositories (OER) (institutional OER and repository projects), expertise in learning design patterns (led a national project), and in natural language processing and artificial intelligence applied to education (national project).
London Metropolitan University (UK) brings experience from the Learning Technology Research Institute with an international reputation in research on learning objects and learning design, and they are developers of GLOmaker, a generative learning object authoring tool.
iii
Proceedings of the
International Workshop on EuroPLOT Persuasive Technology for Learning,
Education, and Teaching
(IWEPLET 2013)
16-17 September 2013
Paphos (Cyprus)
Editors: Reinhold Behringer and Georgina Sinclair (Leeds Metropolitan University)
IWEPLET 2013 is held in conjunction with the EC-TEL 2013 conference
4
The papers in this book comprise the proceedings of the meeting mentioned on the cover and title
page. They reflect the authors’ opinion and, in the interest of timely dissemination, are published as
presented and without change. Their inclusion in this publication does not necessarily constitute
endorsement by the editors.
(2nd edition, with ninor revisions)
5
Preface
This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16-17 September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope.
This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on the ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching.
The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions submitted to a peer- review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated.
We are very grateful to the organisers of EC-TEL 2013 for allowing us to host IWEPLET 2013 within their organisational facility which was a great help in preparing this event.
I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively during the three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work.
And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
Reinhold Behringer
Chair of IWEPLET 2013
6
Committee and Chairs
Programme Chair:
Janet Finlay, Cardiff University
Programme Committee:
Peter Baumgartner, Danube University Krems Tom Boyle, London Metropolitan University Sandra Burri Gram-Hansen, Aalborg University Pavel Čech, University of Hradec Králové John Elliott, Leeds Metropolitan University Christian Grund Sørensen, Aalborg University Elizabeth Guest, Leeds Metropolitan University Erich Herber, Danube University Krems Mikulecká Jaroslava, University of Hradec Králové Peter Øhrstrøm, Aalborg University Carl Smith, London Metropolitan University Margrethe Winther-Nielsen, DHI Nicolai Winther-Nielsen, Aalborg University
Workshop Management Chair:
Georgina Sinclair, Leeds Metropolitan University
General Chair:
Reinhold Behringer, Leeds Metropolitan University
vii
Table of Contents
Part A: The EuroPLOT Project
Persuasive Technology for Learning and Teaching – The EuroPLOT Project 3 Reinhold Behringer, Mekala Soosay. Sandra Burri Gram-Hansen, Peter Øhrstrøm, Christian Grund-Sørensen, Carl Smith, Jaroslava Mikulecká, Nicolai Winther-Nielsen Margrethe Winther-Nielsen, Erich Herber
PLOTMaker – Persuasive Learning Design through Context Engineering 9 Carl Smith and Valentina Chinnici
PLOTLearner as Persuasive Technology: Tool, Simulation and Virtual World for Language 21 Learning
Nicolai Winther-Nielsen
Case Study: Chemical Handling – PLOTMaker for Training in Exposure Scenarios under 29 REACH
Margrethe Winther-Nielsen and Ilaria De Rosa Carstensen
Case Study: Applying Persuasive Principles to Influence Students in Adopting Deeper Learning 37 Approaches
Mekala Soosay and Jaroslava Mikulecká
Case Study: Kaj Munk: Using Persuasive Learning 45 Christian Grund-Sørensen, Sandra Burri Gram-Hansen, and Peter Øhrstrøm
Case Study: PLOTLearner for a Corpus of the Hebrew Bible: The Case for Repurposing in 53 Language Learning
Nicolai Winther-Nielsen
Evaluation: Designing the Persuasive Learning Experience 61 Erich Herber
Part B: Beyond EuroPLOT
Persuasive Design 69
Persuasive Design – A Matter of Context Adaptation? 71 Sandra Burri Gram-Hansen
Persuasive Design of TEL: Models and Challenges 79 Kristian Torning
Immersive Layers Design Exploring Culture through a Persuasive Multimodal Interface 91 Christian Grund-Sørensen
A Unified Framework for Analysing, Designing and Evaluating Persuasive Technologies 99 Isaac Wiafe
viii
Assessment and Learning Success 107
Persuasive Skill Development: On Computational Surveillance Strategies for Modeling Learning Statistics with PLOTLearner
Judith Gottschalk and Nicolai Winther-Nielsen
109
A Set of Criteria to Assess Motivation and Persuasion of e-Learning Applications 117 Eric Brangier and Michel Desmarais
Specific Technologies for Persuasive Learning 125
Augmented Reality in Persuasive Learning: The Kaj Munk Case 127 Casper Justesen Bech
Intuitive Surveying & Quantification of Qualitative Input through the Conceptual Pond 135 Christian Grund-Sørensen
Architecture of Applications Built on Emdros: Case Studies in Systems for Persuasive Learning 143
Ulrik Sandborg-Petersen
Application Domains 151
Motivating the Interest in Danish Literature with Mobile Persuasive Learning 153 Sandra Burri Gram-Hansen, Karina Dyrby Kristensen and Lasse Burri Gram-Hansen
PEERs at Play: A Case Study on Persuasive Educational and Entertainment Robotics in Autism Therapy and Education
Lykke Brogaard Bertel and Dorte Malig Rasmussen
161
Persuasive Technology for Learning and Teaching - The EuroPLOT Project
Reinhold Behringer, Mekala Soosay
Leeds Metropolitan University, Leeds LS6 3QS, United Kingdom
{r.behringer, m.soosay}@leedsmet.ac.uk
Sandra Burri Gram-Hansen, Peter Øhrstrøm, Christian Grund Sørensen
Aalborg University, Denmark
{burri, poe, cgrund}@hum.aau.dk
Carl Smith
London Metropolitan University, London, United Kingdom
Jaroslava Mikulecká
University of Hradec Králové, Czech Republic
Nicolai Winther-Nielsen
Fjellhaug International University College, Denmark
Margrethe Winther-Nielsen
DHI
Erich Herber
Danube University Krems
The concept of persuasive design has demonstrated its benefits by changing human
behavior in certain situations, but in the area of education and learning, this approach has
rarely been used. To change this and to study the feasibility of persuasive technology in
teaching and learning, the EuroPLOT project (PLOT = Persuasive Learning Objects and
Technologies) has been funded 2010-2013 by the Education, Audiovisual and Culture
Executive Agency (EACEA) in the Life-long Learning (LLL) programme. In this
program two tools have been developed (PLOTMaker and PLOTLearner) which allow
the creation of learning objects with inherently persuasive concepts embedded. These
tools and the learning objects have been evaluated in four case studies: Language
Learning (Ancient Hebrew), Museum Learning (Kaj Munk Museum, Denmark),
Chemical Handling, and Academic Business Computing. These case studies cover a
wide range of different learning styles and learning groups, and the results obtained
through the evaluation of these case studies show the range of successes of persuasive
learning. They also indicate the limitations and areas where improvements are required.
Keywords: Persuasive Design, persuasive technology, eLearning, learning objects, case
studies
IWEPLET 2013 Proceedings - Page 3 of 168
Background In his seminal introduction of the concept of Persuasive Technology (PT), BJ Fogg [1] has
identified several core principles of persuasive design of interaction systems. These principles
have been shown to be able to change human behavior through indirect and informal
learning. The question arose as to whether these principles could also be put to use in more
formal learning. In 2010 the EuroPLOT consortium [2] was formed to address this problem
and to investigate the use of these persuasive principles in learning and teaching. In this
project, which is funded by the Education, Audiovisual and Culture Executive Agency
(EACEA) of the European Commission in the Lifelong Learning Programme from
2010-2013, we have developed a framework for developing persuasive learning designs [6].
This framework was used to inform the development of two tools which allow the creation of
persuasive learning objects based on persuasive learning designs: PLOTMaker and
PLOTLearner. These two tools have been developed from existing software which has been
extended with the persuasive elements and design options. These tools and the learning
objects created with them have been applied and evaluated in four different case studies with
groups of teachers and learners from realms with distinctly different teaching and learning
practices: Academic business computing, language learning, museum learning, and chemical
substance handling. Altogether, these case studies have involved the following wide range of
learner target groups: school children, university students, tertiary students, vocational
learners and adult learners. With regards to the learning context, they address archive-based
learning, industrial training, and academic teaching. The participants in these case studies are
from Sweden, Africa (Madagascar), Denmark, Czech Republic, and the UK.
Main elements of Persuasive Design The main idea of the EuroPLOT project is to develop technologies which would allow the
designers of learning objects to create such objects with inherently built-in “persuasiveness”.
The seven persuasive design principles identified by BJ Fogg are:
1 Reduction refers to the design strategy of simplifying what would otherwise be a complex
process. For example, Amazon’s 1-click purchase which allows you to skip a lot of
time consuming navigations and tedious form filling, in order to make an instant
2 Tpu
urnchnaeslien. g is a design strategy which places the user inside a process that has a pre-
determined direction. E.g. most installation processes require that the user completes
several steps before the installations process is completed.
3 Tailoring is the degree to which a site or a program presents relevant content to individual
users or user groups. Navigational options, filtering mechanisms and labelling systems can
all be adapted to reflect user demographics.
4 Suggestion is the persuasive design strategy of delivering a message at the opportune
moment. E.g. when Amazon suggests extra books which are closely related to the one you
were just about to buy. - It is very important that suggestions are made at the right time,
Kairos. This idea stems from ideas of Greek philosophers, in particular Aristotle. It may be
defined as the opportune moment to perform a persuasive action. It is a quite powerful
concept which is not easily formalised, but its use in technology applications can
significantly contribute to persuasiveness by the just-in-time and just-in-place paradigms
5 Self-monitoring is the design strategy which allows you to monitor progress. E.g. sites
which require a log-in and then enables the user to monitor the progress of weight loss.
IWEPLET 2013 Proceedings - Page 4 of 168
6 Surveillance is closely related to self-monitoring; however the monitoring is not done by
the user but by the system or the owners of the system. E.g. when using a weight loss
website, users may be motivated not only by monitoring their own progress, but also by
sharing experience and receiving feedback from other users who are struggling with
similar issues. By sharing statistics, diet-plans etc. users feel more related to each other and
may be inspired by actions taken by others.
7 Conditioning refers to the strategy of embedding emotional feedback into a design. It is
often expressed as praise and rewards, but in a slightly more subtle manner than the case
with Persuasive Social Actors. E.g. when forums reward users with increasingly lofty
titles (or user rights) in correlation to the number of posts made by the user.
Tool development and case studies Tools
Two tools were developed in the course of the EuroPLOT project for creating such
persuasive learning objects: PLOTMaker stems from the software tool GLOMaker [3] which
allows the creation of self-contained digital learning objects and which has already been in
use and development for several years before the EuroPLOT project. The additions to convert
GLOMaker into PLOTMaker during the EuroPLOT project include several elements that
refer to the persuasive principles, which can be put into the learning objects created with
PLOTMaker. In particular the Augmented Reality component in PLOTMaker demonstrates
the Kairos principle of just-in-place for location-based learning.
The tool PLOTLearner has been derived from the tool 3ET [5] and uses a large corpus of
data in which language tests are stored, based on the database EMDROS [4]. This database is
annotated and allows retrieval of text, broken into components of the language structure
(words, phrases, clauses etc.). This very specific capability makes PLOTLearner suitable for
learning where a large corpus of text is available. Case studies
These two tools have been used to create learning objects in four case studies for
demonstrating the viability of the persuasive learning approach. Altogether, these case studies
cover several different learning styles, learner and teacher groups, countries and cultures. As
target learners they address school children, university students, tertiary students, vocational
learners and adult learners. With regard to the learning context, they address archive-based
learning, industrial training, and academic teaching. Internationally these case studies include
participants from Sweden, Africa (Madagascar), Denmark, Czech Republic, and UK. These
case studies do not claim to give a comprehensive answer to the question of persuasive
learning which does have a deeper positive impact than traditional learning, but show that
this approach does have benefits for learning success. The reason for involving such a
breadth of topics, learners, and learning styles was to demonstrate the applicability of
persuasive learning across a wide range.
Academic Business Computing
This case study is undertaken in the framework of database teaching in academic computer
courses which are taught at two universities. The learning objects in these courses are
developed with the tool PLOTMaker and focus on teaching basic SQL. The goal of this case
study is to demonstrate the applicability of this approach in two different countries and
languages (English in UK, Czech in Czech Republic). The specific topic of these learning
objects is database normalization and SQL querying, and the main persuasive principles used
in the PLOT’s design are reduction and interactivity.
IWEPLET 2013 Proceedings - Page 5 of 168
Language Learning
This case study investigated the learning of language with the help of a large corpus of text.
The learning tool PLOTLearner was specifically developed for this type of learning with a
large text repository (data-driven learning) from annotated texts. The language to be taught is
Ancient Hebrew. Due to the difficulty of this language, this provides a valuable example of
how a language with a different visual writing system can be taught effectively to students
through the engagement with a large structured text corpus.
Mediating Kaj Munk
The Danish writer and vicar Kaj Munk (1898-1944) has produced a significant oeuvre of
plays and other texts, all of which are archived in the Kaj Munk Archive at Aalborg
University. In addition, there is a Kaj Munk Museum in his old Vicarage in Vedersø
(Denmark). Learners who want to inform themselves about life and work of this writer can do
so through several methods developed in the EuroPLOT project: they can explore the writings
through an online Kaj Munk Study Edition that allows structured access through the
EMDROS database of Kaj Munk’s works. Furthermore, a tool has been developed which
makes it possible to virtually visit the Kaj Munk Museum using mobile devices, thereby using
computers as persuasive media with Augmented Reality (AR) technology.
Chemical Substance Handling
In an industrial context, employees often need training in how to implement and handle new
regulatory demands. This is especially important in the case of using chemical substances
which may be harmful. In the EuroPLOT project, DHI has used PLOTMaker to develop
learning objects which teach adult learners in an industrial context how to handle such
dangerous chemicals. This considers health and safety aspects, and the persuasion of the
learning objects is implemented through tailoring and simulation.
Results The evaluation is in its final phase, and the results will be available and presented at EC-
TEL in September 2013. A common set of evaluation criteria was used for all case studies,
although this could not be consequentially maintained due to the fundamental differences of
the case scenarios.
The Business Computing case study uses an outcome-based learning design paradigm for
creating the courses, hosted on the virtual learning environment Blackboard Learn. Student
feedback was evaluated and overall positive attitude and reception was noted. Constructive
alignment has been found in the context of this case to be a key principle for which learning
objects can be perceived as persuasive and effective for learning.
The Language Learning case study for Ancient Hebrew has involved learners in Denmark,
Sweden and Madagascar. The tool PLOTLearner was successfully evaluated with 91 learners.
Instructional strategies that embed self-reflective learning activities and challenging
interactive exercises have been detected as particularly valuable components of a persuasive
design approach for learning the language.
The Kaj Munk case study has involved teachers and students in classroom and outdoors
(AR). One novel contribution was the Conceptual Pond in which personal reflections can be
collected in a simple and intuitive way.
The Environmental Science case study for teaching handling of harmful chemicals has
involved 22 participants. The process of creating learning objects did lead to further
improvements in the tool capabilities. In the context of this case study for adult education we
IWEPLET 2013 Proceedings - Page 6 of 168
found that the use of explorative learning designs has shown potential towards creating an
awareness of the practical relevance of what was learned.
Future work The EuroPLOT project will conclude in October 2013. Workshops will be held to
disseminate the results of this project, including lessons-learned and the general
persuasive concepts for teaching and learning. Further work will be to conduct an actual
study on the true effectiveness of persuasive principles in teaching and learning, as these
case studies only provide an indication of the effectiveness of persuasive learning.
Acknowledgements. The EuroPLOT project was funded by the Education, Audiovisual and
Culture Executive Agency (EACEA) of the European Commission through the Lifelong
Learning Program with grant #511633.
References
1. Fogg, BJ: Persuasive Technology - Using Computers to Change What We Think and Do. 2003, San Francisco: Morgan
Kaufmann Publishers (2003)
2. EuroPLOT: Persuasive Learning Objects and Technologies. http://www.eplot.eu/ (2010)
3. GLOMAKER: http://www.glomaker.org/ (2013)
4. Emdros. Emdros - the database for analyzed and annotated text. http://emdros.org/ (2013)
5. PLOTLearner 2: http://www.ezer.dk/3ETusersguide/PL-2.0.1/en/intro.php (2012)
IWEPLET 2013 Proceedings - Page 7 of 168
Persuasive Learning Design through Context Engineering
Carl Smith Learning Technology Research Institute (LTRI),
London Metropolitan University.
Valentina Chinnici Learning Technology Research Institute (LTRI),
London Metropolitan University.
Università degli Studi di Roma Tre,
EuroPlot has focused on extending PLOTMaker by adding new components, persuasive
learning patterns, a mobile player and learner journey manager. This new authoring
environment enables teachers, trainers and students in industry and educational
institutions to rapidly create pedagogically based contextual mobile learning apps. The
authoring environment structures these apps methodologically to allow for the
exploration of the inherent relationships between the learning content and the context of
that content.
Keywords: Mobile Learning, Persuasive Learning, PLOTMaker, Learning Context.
Introduction
PLOTMaker is designed to support the aims of the EuroPlot project by giving teachers,
trainers and students the tools necessary to create and adapt effective learning resources.
PLOTMaker has been extended on the basis that the persuasiveness of a learning design is
not dependent on the technology itself, but on how the technology is applied within a given
context:
1. PLOTMaker as context engineering tool: Recent research is beginning to show that fluidity
of thinking and learning relates to fluidity of movement. As a result of this persuasive
principle the new version of PLOTMaker enables teachers, trainers and students to
dynamically manipulate elements of the learning context. This is achieved by exploring the
generation of 'meaning' in the physical environment and the inherent relationship between
learning content and the context of that content.
2. PLOTMaker as mobile app maker: The new version of PLOTMaker enables teachers,
trainers and students to rapidly create pedagogically based mobile learning apps in an
intuitive and easy way. The persuasive power of this development will be explored with an
example from the Kai Munk case study (figure 1+2) where students will capture their
learning experience in situ using the mobile PLOTMaker player and then feed that content
back into the PLOTMaker environment for novel reflection and interrogation of their learning.
Background
PLOTMaker has a wide international user base with 18,198 visitors having made 27,331
visits to the website in 2012 alone and from 129 different countries. There have also been
5,024 PLOTMaker downloads in the same time period.
IWEPLET 2013 Proceedings - Page 9 of 168
The WYSIWYG authoring tool provides powerful features with an easy-to-use interface. It is
open source and free for educational use. The PLOTMaker tool currently works on computers,
tablets and mobile phones and allows users to overlay digital sight, sounds and interactions
onto the physical world in order to create rich immersive and interactive experiences. Users
equipped with a mobile device running the PLOTMaker mobile player can move through the
physical world and trigger digital media interventions in response to physical events such as
location, proximity, time and movement.
In addition to being used to create and then repurpose learning resources in four subject areas
within the EuroPlot project (archival studies, language learning, environmental science and
business computing) it has been used to develop and deliver a wide range of learning
resources in a number of projects funded by bodies such as JISC, FDF (Foundation Degrees
Forward) and many UK Universities.
Case Studies
1. Kai Munk
Figure 1: EuroPlot Kai Munk case study
PLOTMaker is being used to develop resources for problem-based learning for adult learners
and school children around the Kaj Munk archive and will work with the Kaj Munk Research
Center and the Kaj Munk Museum in Vedersø.
IWEPLET 2013 Proceedings - Page 10 of 168
Figure 2: The Kai Munk Learner Journey Interface
2. Rylands Greek papyrus
(http://www.glomaker.org/samples/Papyrus12/GLO_Player.html) This example PLOT
focuses on Rylands Greek papyrus and uses the PLOT access views component (see figure 3).
The access views component is effectively a tool within a tool that is used (in this instance) to
explore a variety of interpretations of a single artefact from three different disciplinary
perspectives (History, Papyrology - study of papyrus documents, and Museum Studies). The
objective is to promote an appreciation of the insights about the item and its wider historical
context by considering an object from more than one disciplinary perspective.
Figure 3: Rylands Greek papyrus Access views component.
IWEPLET 2013 Proceedings - Page 11 of 168
3. Ravensbourne Induction Trail
The Ravensbourne Induction Trail is an interactive location-based media experience designed
by students for (the new intake of) students at Ravensbourne University. This process of co-
creation was encouraged through the PLOTMaker architecture - ice-breakering and team
building activities were triggered via the PLOTs in order to combine personal with
environmental experiences.
Using the PLOTMaker tool, and consequently the PLOTmaker player, the learners and their
teams are guided into different reflective challenges and are asked to re-conceptualize them
by recording short videos expressing their point of view, their strengths as a team, and show
their decision making and problem solving skills. The Induction Trail consists of six PLOTs,
each of which is connected to an area of the building and specific topic and activity.
The learners have to discover the environment and become an active part in the process of
knowledge construction. The entire experience is learner-centered. As a result the members
of this “Community of Practice” (Wenger, 2006) actually (co)produce the resources which
can in turn usefully be shared with other communities (Ryberg, 2008)
According to pedagogical constructivism the students enhance their personal potential
developmental level through their independent problem solving activities. Rather than taking
place under adult guidance these activities are actually mentored by the tasks suggested by
the PLOT, and supported through collaboration with each other (Vygotsky, 1978).
Following the simple activities designed for the learner, this process of technology-based
learning becomes a social process of collaborative knowledge building (Brown & Campione,
1994; Lave, 1991; Pea, 1993a; Scardamalia & Bereiter, 1996)1 for the creation of cultural
artefacts (Stahl, 2005) and learner creativity. During the induction trail the learners will use
not only the PLOTmaker player, but they will be encouraged to use other “social” platform,
such as Instagram and Twitter to generate their personal content and challenge other teams.
1. Scavenger hunt: photo challenge
The “Scavenger hunt: photo challenge” (see figure 4) is an ice-breaker and team building activity which uses the PLOT as a guide for understanding the different
courses offered at Ravensbourne University. Instead of the traditional “scavenger
hunt” they have to use their devices socially, tagging their content via Twitter.
All the content is then available not only for the team that created it, but also for all
the other members of the other teams and in general for all the Twitter and Instagram
users. The objective is to create a new form of knowledge based on the personal
experience of different learners, that spreads over the social networks through creative
activities, in a collaborative social environment.
IWEPLET 2013 Proceedings - Page 12 of 168
Figure 4: Scavenger Hunt: photo challenge
2. Central Loan Resources
The “Central Loan Resources” is the place where the equipment of Ravensbourne
university is borrowed. In this case we have created a memory game (see figure 5) to
let the students familiarise with all distinctive equipment from different fields of
study. In order to create a more interactive experience we have used the 360 degrees
panorama feature. The students could be able to interact actively with the
environment and discover the equipment moving into the room (see figure 6). For this
activity the social use of Instagram and Twitter is required.
Figure 5: CLR activity explained
IWEPLET 2013 Proceedings - Page 13 of 168
Figure 6: CLR 360 degrees panorama
4. Urban Education and Language Learning.
The final case study focuses on the design, implementation and evaluation of a location based,
context aware system for urban education. The initial design was iteratively adapted using
evolutionary prototyping for language learning.
The Urban Education tour is based on a small area known as Eden Grove close to London
Metropolitan University and it explores how schools from 1850 to the present day are
signifiers of both urban change and continuity of educational policy and practice. The
theoretical perspective was to allow collaborating learners to interact: with each other, with
the mobile phones and with the physical environment in order to generate their own context
for development within a Zone of Proximal Development.
Iteration 1: Urban Education
The tour was developed using the initial design outlined above in conjunction with a complex
interplay between mobile learning technologies, iconic physical infrastructures and
educational discourses. The aim was to visualise urban education through various collective
images and representations (cf: Durkheim’s notion of the social imaginaire). This was
intended to enable researchers in both formal and informal learning contexts, when combined
with the real, to examine past and present representations of urban form, and relate these to a
contemporary Iteration of urban education (Pratt-Adams, Maguire and Burn, 2010). The
overall intention was to create a digital ‘technoscape’ (Appadurai, 1996; Urry, 2006) to
represent urban land, space, and subjects using a combination of social and cultural scripts.
These included oral histories, local historical stories, and material elements that detail
changes in the urban form, such as old photographs of pupils, school buildings and historical
maps. The aim was for the researcher to move through the re-constructed landscape and thus
“perform that landscape” (Sheller and Urry 2006, p. 9).
The development and production process involved the following elements:
IWEPLET 2013 Proceedings - Page 14 of 168
• Initial field work and documentation of the site;
• Capture and digitisation of oral histories, Pathe news clips and local historical stories;
• Capture and digitisation of material elements that detail changes in the urban form,
such as photographs depicting the evolution of school buildings and historical maps;
• PLOT production to support the underlying pedagogy of the tour.
The cameras on the smart phones were used to allow students to produce video podcasts of
themselves and take photos. This instant capture of report writing and note making in situ
was designed to promote real time reflection. Images captured with the phones were
automatically geo-spatially tagged with their location information using GPS. These smart
phones are also capable of instant upload of data to sites like Flickr. Finally QTVR
(quicktime VR) movies of the interiors of the structures under investigation can be viewed
and manipulated in real time on location (as access to the interiors was not available during
the fieldwork).
Users running the PLOTMaker player on a mobile device can move through the physical
world and trigger digital media with GPS via an invisible interactive map. Zones are initially
set up on a map which has been geo-referenced to the physical site. The training starts with
minimal instruction for the user. The intention is that whilst the technology (GPS) is working
behind the scenes the content is very much at the forefront in order to minimise any technical
concerns. Once they have entered a zone, audio and textual instructions are automatically
triggered to the mobile device.
Some examples of the varied learning activities involved in the application include a section
where the user is asked to examine both the physical architecture and the virtual architecture
in the same physical location. The virtual architecture in this instance includes areas which
were not available to view on the day of the tour and visualizations of the building as it was
in the late 19th century. The user is then asked to examine what the building was originally
used for when it was established in 1870. The user also has the opportunity to listen to the
oral history of a former pupil at the school and adopt their point of view whilst in the same
physical space where the events took place. The user can reinvest the insight gained back into
the context and augment the space.
In another section the user is asked to look at a newsreel of a religious procession from the
1930s that was filmed in Eden Grove whilst they are standing in the same location where the
film was shot. The students can reflect on the significance of religion (in this case Roman
Catholicism) on the locale and its influence on schooling.
In the 1920s this area was known as the Ring Cross Estate and was in the second highest
criterion for overcrowding and squalor, with people living in some of the worst slums. During
the middle of the 20th Century, the area was part of a slum clearance programme. Conditions
improved throughout the 1970s. The user is shown these street scenes and asked to
approximate by physically sketching out how much of the area in the archive footage still
remains and how much of it has been redesigned. The student is encouraged to reflect on the
impact of the social conditions on educational standards.
The final section exposes the user to the differing architectural styles of the buildings. The
user is introduced to a traditional Victorian 3-decker style school design (where the hall is
located at the centre with classrooms coming off a central point) and asked to compare it to
the more recent open style designs where each classroom is given some access to the
playground. The central activity is to examine what the architecture suggests about the
educational approaches of the time.
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Iteration 2: Language Learning
The aim of this iteration of the design was the realisation from the previous instances shown
above that the way information is spatially represented directly impacts on our cognition. “In
the everyday world, humans organise and manipulate objects in space to facilitate thinking.
We are constantly organising and reorganising space to enhance performance” (Kirsch,
1995). All forms of media use some level of spatial arrangement to organise information.
Computer-assisted language learning (CALL) has embraced virtual learning environments
such as Second Life but using actual physical structures as a means of scaffolding language
learning has not yet been explored. The method of loci was adopted by ancient orators in
order to remember and organise speeches using a combination of visual memory and location
(Yates, 92).
“The problem of seeing and retaining complex information is older than print…. The
principle ancient mnemonic device was called ‘The Method of Loci’ and places its
emphasis on memorability (via intelligibility and transparency) through visual
structures such as concept maps. It is very much concerned with the acquisition of new
knowledge. It plays upon methods that we use informally, and it is a tradition that
survives today …..Visualization was in itself an important method of theory building. It
may have been more important than text.” (Won, J. Storkerson, P. 1996)
So would our pre-existing spatial design act as a catalyst and activate the abilities of language
learners if carried out in situ? The tour was translated into four languages: German, Spanish,
Italian and French but the content remained exactly the same. The users were tested in the
classroom using this content as text only and then in situ using our design.
Although we accept that our description above is brief, we point out that reusing another
iteration of our design here for language learning was very easy and quick to achieve,
something that we see as a pointer to the generality of our approach. In the future research
section we will explore ideas for extending the Language Learning design.
Social Media
A potential way of extending the urban education project is to incorporate the dynamic use of
real time social data. We become part of a larger social identity through passing around ideas.
We spread ideas around through dialogue and other forms of interaction. They become
‘contagious patterns of cultural information that pass from meme to meme which in turn have
the ability to change the actions of a group’ (Dawkins, 1976). A meme is a basic unit of
cultural ideas, social semiotic symbols or practices, which can be transmitted from one mind
to another via texts or speech, etc.
Learning interventions can now harness the power and potential utility of the wider social
network. If we can spread ideas bi-directionally through these cultural networks in real time
then we can harness instant feedback and reuse. This will help create what can be termed
mobile meme machines (http://mememachine.com/). Application Program Interfaces (APIs)
exist for Twitter and Facebook which will make it easy to talk to Augmented Reality (AR)
browsers in real time. Students should be able to share and critique their ideas on urban or
school design both in situ and in reflection. Metadata could then potentially be gathered in
real time via these social networks and used to capture the meaning and sense-making
process in learning. All kinds of annotations, classifications, discussions, usage information,
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and references can then be added as an extra layer on top of the content information. This
metadata can be used to enable users to find all kinds of new media for instruction and
learning (and potentially keep their Zone of Proximal Development on display). Metadata in
this sense is closely related and can be fed into the core processes of learning as reflection,
guidance, and feedback (Specht, 2009).
During the urban planning studies students learnt that the physical design of any educational
institution has a direct impact on the delivery of the education that takes place within that
context. Learning space design shapes our behaviour and influences our thinking. As a result,
a way of extending that understanding is to get the learner to participate in the design of that
context in order to control how their learning environment operates.
The idea of this application of the system is for urban designers working in pairs to use
simple open source 3D software (i.e Google sketch up http://sketchup.google.com/ or blender
http://www.blender.org/) to create basic additions or revisions to current school designs (in
the form of 3D sketches). This is a useful way to give students the opportunity to highlight
the areas of their institutions that in their opinion lead to negative effects on their learning.
In order to test the validity of the findings a virtual version of the application will be created
which will be used by individuals only. This will involve individuals using the recently
available Google Earth API (http://code.google.com/apis/earth/). In essence, instead of
placing their 3D models and annotations into real space they will enter them into virtual
space, via the AR application. This data will then be compared to examine how significant
the world as a platform is in this scenario.
Augmented Reality
Another way of extending the project is to build an Augmented Reality (AR) version of the
tour. AR specifically generates composite views using the real scene viewed by the user and a
virtual scene generated by the computer. The key aspect of AR is that the virtual elements
enhance the person's perception of the world by supplying relevant information that is not
contained in the real world.
AR is more powerful than VR as its influence is bi directional. “If we consider AR as a
visualisation technique, the relationship of real and virtual objects is one of focus and context:
Either we want to provide additional virtual context to an important object in the real world
or we want the user to focus on a virtual object embedded in a real context” (Kalkofen et al,
2009). The learner in an AR environment can locate points of interest (POI) which have been
pre-embedded into the scene or they can place (and eventually activate) their own POI into
the scene in real-time.
The construction of psychological and physical space is one of the constituent parts in the
generation of context. MAR (Mobile Augmented Reality) systems have been referred to as
“intelligence amplifying systems to enhance human cognitive activities, such as attention,
planning, and decision making” (Brooks, 1995).
AR crucially provides both the direct primary experience (the real world scene) and the
mediated representation (the digital augmentation). As a result Augmented Reality (AR)
provides significant support for real time situated learning. Practice and theory can now feed
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off each other in the same space. A good example of this is an engineer working on an engine
whilst wearing glasses that provide a digital overlay showing the potential areas which could
be responsible for a known problem. The theory informs the practice in the same space.
Extending the Language Learning project
A lot of virtual media is often accused of isolating learners from reality but augmented-reality
has the opportunity to draw learners further into reality by amplifying the already existing
authentic context. The inherent high resolution nature of real life must be taken advantage of
in order to enhance learning. Language is fundamentally about the local context. As a result
the classroom is arguably not the most efficient environment for enhancing and assessing
language performance. Through acquiring a language in context you acquire a culture.
Authentic cultural language should directly mesh with authentic cultural situations.
As highlighted by Vygotsky’s Zone of Proximal Development (ZPD), maintaining successful
immersion in language learning depends on working at a level just above the comprehensible
level of the student. An average teacher has many students with differing levels of ability in
their language skills, and as a result, personalized immersion instruction is almost impossible
to apply.
Augmented Reality in this context provides an excellent vehicle for immersive and dynamic
language learning. Adding extra information onto the surrounding environment is the core
function of Augmented Reality. A language learner is supplied with the ability to acquire a
language whilst being augmented within their authentic environments. Learners can see local
people having conversations in the target language and real objects being labeled dynamically.
Preference settings could easily tailor the method to the individual level of ability ensuring
the learners remain within their ZPD.
Conclusion
The PLOTMaker is a versatile pedagogical tool where generated digital learning content can
be customised, adapted and edited for different learning purposes across a big range of topics
and disciplines.
Not only can teachers create content for students but also students can create content for other
students. This digital mentorship becomes a playful tool in the learning process. PLOTs can
be used alongside any other app running on the device to create effective ‘context
augmentation’ within a wide range of learner-centered experiences and possibilities. The
students can, for instance, create their own educational journey with the additional support of
Augmented Reality apps. Students can also create PLOTs dedicated to documenting the
process of creation of their projects.
Students can create engaging activities using their own original content based on the topics
they are interested in and instantly share them with their peers for iterative feedback. The
PLOTMaker authoring tool gives teachers and students a different approach to knowledge
construction. The pedagogical tasks can be chosen by the students, in an immersive
IWEPLET 2013 Proceedings - Page 18 of 168
ubiquitous environment that can be discussed and enhanced through the use of social media
(i.e. Twitter or Facebook). References
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(2006). Group cognition : computer support for building collaborative knowledge.
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Dawkins, R. (2006). The selfish gene. Oxford university press.
Durkheim, E. (1895). The Rules of Sociological Method. 8th edition, trans. Sarah A. Solovay
and John M. Mueller, ed. George E. G. Catlin (1938, 1964 edition) Kalkofen D., Mendez E., Schmalstieg D. (2007). Interactive Focus and Context Visualization
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Kirsh, D. (1995). The intelligent use of space, Artificial Intelligence.
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Cooper (ed.), Theories of Group Process, London: John Wiley.
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Cambridge, Mass. : MIT Press.
Specht, M. (2009). Learning in a Technology Enhanced World: Context in Ubiquitous
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Wenger, E. (2006). Communities of practice: a brief introduction.
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PLOTLearner as Persuasive Technology: Tool, Simulation and Virtual World for Language Learning
Nicolai Winther-Nielsen Fjellhaug International University College Denmark,
Frederiksborggade 1.B.1, DK-1360 Copenhagen K [email protected]
The Lifelong learning project EuroPLOT (www.eplot.eu) has developed PLOTLearner as
a new learning technology that uses a text database to drive persuasive language learning.
In terms of B. J. Fogg’s theory of Persuasive Technology from 2003, the function of
PLOTLearner can be characterized as a tool to use for the practice of language skills, but
also as a simulation of the interaction with the grammar of a text. It automatically
scaffolds the text with a virtual world consisting of pictures, videos, and documents.
PLOTLearner is furthermore developed according to Diana Laurillard’s model from 2012
of how to learn a practice capability from an external environment, which in this case is
a corpus for training and exploration.
A particular database of the Hebrew Bible from Amsterdam is used in this project, but
both the database management system and the PLOTLearner application are developed as
open source. The approach illustrated in this project could work for learning language and
culture from any text and for any language. This persuasive technology and its learning
objects is an example of a completely repurposable sustainability in learning technology.
Keywords: Persuasive Technology, Learning technology, Design for learning, Corpus-
driven language learning, Hebrew Bible database.
1 Introduction “Let the Hebrew Bible be your tutor!” This is the sales pitch used for a new learning
environment where a text drives the motivation and enablement of learners. This new brand of
learning technology, PLOTLearner, is one of two technologies developed by the lifelong
learning project EuroPLOT 2010-2013 (www.eplot.eu).
EuroPLOT has developed this technology for the small and manageable pilot case of learning
from the ancient corpus of the Hebrew Bible (Winther-Nielsen ms). However, the technology
could scale to any open project for learning to read from texts in any ancient or modern
language. The project has already experimented with texts in New Testament Greek, Danish texts
from the Kaj Munk collection and Frankfurter Rundschau texts from the German Tiger database.
Other papers from the project, and especially Behringer et al (2013), explain how EuroPLOT
has developed learning design and patterns for other areas of learning. This paper will
illustrate the principles of persuasive language learning that were developed for PLOTLearner
as a tool, medium, and virtual world for learning.
The acronym PLOT is short for Persuasive Learning Objects and Technologies. However, it
also hints at several senses of the verb ’to plot’, such as planning projects, mapping progress,
generating processes, and constructing plots in texts. These different usages capture the
structure of this discussion of PLOTLearner, explaining how
● the project planned a new kind of persuasive interface for an EU project (section 2)
● the tool maps a journey of learning through statistics and graphs (section 3)
● a learner plans self-directed learning from texts (section 4)
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● a learning environment supports scaffolding for a better understanding of the plot of the
text (section 5)
2 Plotting a persuasive technology When EuroPLOT in 2010 proposed persuasive technology for language learning, we already
knew that quiz technology provided by the program 3ET can solve many basic needs of
beginners learning to read in a new language (Winther-Nielsen 2011). Understood in terms of
B.J. Fogg’s (2003) theory of Persuasive Technology, we already had a tool that could
‘motivate people to exercise’ (2003:32), but we lacked a stronger persuasive capability in the
technology to change the behaviour and motivation of users. We were persuaded by Fogg that
when a learning technology takes on the roles of pedagogical persuaders like teachers,
instructors or coaches, it may have great potential for education:
From the classroom to the workplace, educational designers will create computing
applications that deeply motivate people to initiate a learning process, to stay on
task, and then to review material as needed. ... As sophistication increases, we’ll
see adaptive education and training products that tailor motivational approaches to
match each individual learner – motivating ‘accommodators’ to learn through
cause-and-effect simulators, or providing ‘convergers’ with rewards for
performance on interactive problem sets and quizzes. (Fogg 2003:246).
Principles of persuasive technology are now finding their way into digital design. At the same
time edutainment and gamification are emerging as big industry in the marketplace, culture,
and entertainment. However, it is equally clear that sophisticated technology per se does not
guarantee effective learning or widespread use. The goal of our project was therefore to
explore how current work in design for learning, interaction design, and computer-assisted
language learning could inform our development of an application we called PLOTLearner,
with the aim of deployment and evaluation in a pilot project on a corpus of the Hebrew Bible.
Fogg (2003) characterizes the three core functions of a persuasive technology as tool,
simulation, and social actor. The following will explain how we are implementing those
functions in language learning, guiding learners to
● practice skills in reading, writing, and parsing for proficiency with a tool for practice
● explore the structure of a text for engagement in a simulation of the grammar of the text
● exploit resources activated by the text for a virtual world which functions as a learning
environment
In light of this, the aim of EuroPLOT is to develop a learning technology that empowers and
motivates self-directed learning driven by a database. Learners can use this technology to
explore the text through a text corpus interface. They can practice skills of reading and
vocabulary memorization and gain proficiency in morphology and in analysis of syntax and
text. PLOTlearner supports the construction, reuse, and repurposing of exercises which are
loaded, edited or created through a Windows interface. It generates activities for learning of
language or culture from a database storing a text corpus.
The programming of PLOTlearner has been structured as an agile development, with new
releases produced by Claus Tøndering for testing by Nicolai Winther-Nielsen about every
second to third month from April 2011 to December 2012. From April 2013 Claus Tøndering
is developing an online version without funding from EuroPLOT (http://pltest.3bmoodle.dk/).
The plan is to continue open source development after the end of the EuroPLOT project in
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October 2013. Furthermore, we are now working on support for online display of the progress
of learners in a “Learning Journey Online” (Gottschalk and Winther-Nielsen ms).
The persuasion envisioned through PLOTLearner focuses on conditioning through
certificates, surveillance by teachers and peers, self-monitoring by self-directed learners, and
persuasive suggestions directed at autonomous language learners (Winther-Nielsen
submitted). The technology can be characterized in different ways due to its support for
language drilling, text display, reading, and vocabulary learning: PLOTLeaner is
● a tool to simplify the practice involved in acquisition of morphology (drills)
● a tutor that simulates the study of grammar in text (interactive display)
● an interlinear guide with transliteration (pronunciation support)
● a reading helper that checks typing, reading, and spelling skills (self-corrective reading)
● a translation assistant with glosses and ranking of word frequency (vocabulary training)
● a virtual world with display of cultural background material (interpretation)
The following section will explain how PLOTLearner uses the three functions of tool, tutor,
and virtual environment for practice and exploration into a corpus-driven learning scenario,
and how the interface is designed to enhance the persuasive effects during active learning of a
language and its texts and culture. The core of the present technology is explained from
Laurillard’s (2012) model of learning from an external environment.
3 Learning from a plotted practice environment
The step we first have to take is to plot how
the tool marks a course for skill training and
displays learner progress through statistics and
graphs. This tool aspect was already
developed for the technical quiz solutions in
3ET, but the goal now was to develop a
persuasive framework for practicing mastery of forms in a language. In Fogg’s terms, the
focus here was how to initiate, continue, and complete the practice of a skill by review.
The best way to explain the role of practice is to use the robust theory of design for learning
developed by Diane Laurillard. Her figure is reproduced with minor changes in Figure 1:
It shows the learner learning by using their personal goals and current conceptual
organization to select from their current practice to generate actions on the
external environment. The learner can use an action modeled by the teacher, or
use results from their own action to modulate and build their practice capability.
What they get from the teacher or the environment may modulate their concept,
their personal goals, or current practice capability, and so generate new actions in
continual iterative process. (Laurillard 2012)
Laurillard’s mapping of learning from an external environment explains how a persuasive
skill practice can emerge, and especially how, “the shading identifies the internal cognitive
components the learner deploys during the process, which the teacher is trying to influence”
(Laurillard 2012: 61). The figure clearly illustrates how the learners’ practice capability
depends on action modelled by the environment (BE). Crucially, in PLOTLearner the learners
interact with the external environment (E) through an interface to the database. However this
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content is generated from concepts provided by the computational linguists who created the
database as well as by the course developers through conceptual organization (CT). In this
sense the learners’ action to achieve the desired practice skills (DE) is embedded within a
larger environment of facilitation. The persuasive effectivity is afforded by a simplification of
practice and by the enablement of a pleasant training environment that encourages learners to
improve performance to the level they want to achieve through their efforts.
(C ) Explanation T
(C ) Conceptual T
organization
(F ) Comment
T
(C ) L’s T
Conceptual
(D ) Articulation T
(A) L’s
Personal goals
(B ) Model action E
(E) External
environment
(F ) Result
E
(B ) L’s Practice L
capability
(D ) Action to E
achieve goal
KEY Generate Modulate
Figure 1: Learning from an environment and a teacher (Laurillard, Fig 4.1)1
PLOTLearner was developed and tested as a Windows program with two entry modes:
learners activate the program in the “PLOTLearner” mode and they are instantly brought to
exercises to train in a skill. Learning designers, teachers, and advanced learners can choose to
activate the program in its “PLOTLearner – Facilitator Mode”, which will allow them to edit
exercises or create new ones. They can provide descriptions of learning content or hints
addressing potential frequently-repeated mistakes and supply links to external content (see
http://www.ezer.dk/3ETusersguide/PL-2.0.1/en/intro.php). Each time the learner clicks on a
load exercise button, he or she is presented with a screen that enables him or her to study
information on the practice task in the "Exercise description" field, or else begin to practice
right away by pressing the “Run this exercise” button. The content of this description can be
1 Used by permission from Laurillard, including changes of her siglas: (CC), (FC) (DC), replaces (CT), (FT) (DT), because (CT) explanation can be confused with (CT) conceptual organization. Subscript letters ({C, D, F}C) are functions of the conceptual organization, hence by analogy ({C, D, F}E).
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repurposed by any facilitator for any learner. In this way the facilitator can repurpose practice
to provide the exact amount of persuasive motivation to encourage engagement as well as
explain how learning routines can be simplified. Crucially, the description should define the
learning outcome and give easy access to whatever additional content with which the
facilitator wants the learner to engage.
For any language learning immediate feedback is crucial. PLOTLearner handles the Result
(FE) function by checking answers in the database and generates feedback. While the
facilitator does not have the ability to supply hints to address every possible wrong answer, he
or she can supply pedagogical advice on potential problems in the exercise description.
Learners receive instant feedback on their knowledge by directly checking answers or getting
feedback through the Result (FE) function. During the practice of a specific exercise for
language learning, the learner will always be able to press a “Check answer” button to
improve on the fly until the right answer is matched in the database. The learner can at all
times go back to the description and study some more, but this will have an impact on
performance speed. Another button will allow the learner to have an answer shown, but this
will count as a mistake. Otherwise, the learner can skip ahead to subsequent questions or end
the exercise. Throughout the process, a bar visualizes progress, showing unanswered
questions remaining.
Other sophisticated displays support the tracking of the learner’s journey, displaying the
duration and results of exercises and listing mistakes in a statistics files called “Complete
local report” (http://www.ezer.dk/3ETusersguide/PL-2.0.1/en/statistics.php). The learning
journey can be tracked in an “Exercise graph”, which graphically plots how many right
answers were given per minute. In this way there are several options available for display of
crucial feedback (FE). The value of these statistics and their use in tests and exams is
discussed in Winther-Nielsen (ms).
4 Self-directed learning plotted in a motivating interface
A further step on our path into this new
learning technology leads to the new
functionality offered in the second
prototype, PLOTLearner 2. Our route of
agile development has taken us far
beyond 3ET, which only supported
exercises on morphology and writing.
Earlier analyses of persuasive functions had indicated that we should support learning through
active exploration. Learners must begin with an overall understanding of the form of the
before they can be persuaded to learn actual forms. This enables the learner to gradually
acquire a higher level of mastery because the learner is in complete control of planning the
content, pace, and range of his or her learning journey through the interface. It clearly
indicates that PLOTLearner is not only a tool for practice, but also an adaptive technology
that implements Fogg’s category of persuasive media. It places the learner within a simulation
of the objects of the text, empowering the learner to gain full control of all active exploration.
In practice this implies that technology supports the learner’s interest in engaging
interactively with the text. This is the part where the learner will engage with PLOTLearner to
activate the conceptual learning process (CL). For this stage, the model action (BE) has to be
prepared through the teacher’s conceptual input for explanation of concepts (CT). In this
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regard, PLOTLearner also offers what is available in more traditional teaching scenarios and
classrooms, However, it redefines the role of the teacher’s conceptual instruction as
supervision and coaching on how to use the content and structure of the database.
This implies that in PLOTLearner the learning of concepts is primarily structured as how to
learn the content of the main source of the corpus-driven learning and hence also how to use
the rich conceptual content stored in the database. Moreover, this part of the system is very
persuasive from a user experience point of view because the learner can point to language
features he or she wants to have visually highlighted. The relevant content from the database
is readily available as pop-up displays in a user-friendly mouse-over fashion. To study the
database content of a selected text segment is therefore very pleasant for the learner and the
interactive environment fulfills learners’ desire to have interactive information available at the
tip of their fingers. In terms of the analysis of the functionality of a Persuasive Technology,
this is the ultimate function of persuasive suggestion (Winther-Nielsen submitted, and briefly
summarized by Gottschalk and Winther-Nielsen ms).
However, the shift to a corpus-driven environment for the study of grammar has even more
profound implications. When we researched our new approach to language learning, we
discovered that persuasive language learning must start with engagement with the interface
into the grammatical categories stored in the database. PLOTLearner therefore radically
changes the curriculum and topics of language learning by enabling interactive access to the
text through the hierarchical levels of word, phrase, clause, and sentence and the features and
values stored at each level (http://www.ezer.dk/3ETusersguide/PL-
2.0.1/en/firstex.php?lang=he).
● At word level: ”spacing” is added to display individual lexical morphemes within words,
as well as transliteration to help beginners learn to read much faster. (Transliteration also
gives access for those who are not able to read the Hebrew script, but still want to learn
aspects of the grammar).
● Form in text lists the form of the root and affixes for easier display with the text.
● Lexeme offers access to dictionary words and vocabulary learning based on gloss(es) in
English, their frequency, and their part of speech.
● Morphology displays stem and tense of verbs, state of nouns, and person, number, gender
● At phrase level: phrase types in terms of part of speech and functions like predicate,
subject, and object are shown with labels.
● At clause level: clause type labels and text type are given.
Thanks to this new potential in corpus-driven self-directed learning, the next generation of
learners can now begin to learn lexical and grammatical categories through the interface.
They can get a first-hand interactive and visual feel for the hierarchal structure of the text, and
all language data supports the pursuit of personal interests and goals. Evaluation data supports
our assumption that engagement with the text through an interface motivates learners to
initiate skill training for acquisition of forms, vocabulary, and syntax.
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5 Corpus-solutions enabling language learning plots
The last step on our tour is to
examine how this new kind
of database-driven persuasive
technology can support even
more effective and efficient
learning in and around a
database by triggering the
engagement of learners. Fogg
(2003) has pointed to the
crucial role of khairos, or the
opportune moment for
learning, and the challenged
is how this kind of timing
can be triggered for
persuasive language learning
from a database.
Current language learning theory has moved away from communicative language teaching
and is heading towards task-based language teaching. The focus in this approach is on learner
defined tasks that support the understanding of the form of the text rather than memorization
of rare forms (Robinson 2011). The theory of Task-based Language Teaching has for long
focused only on development of a curriculum for the classroom and not paid attention to
learning technology. However, PLOTLearner joins a new trend of applying computer-assisted
language learning to task-based language teaching, such as seen in the studies published by
Thomas and Reinders (2010). The ultimate goal is of course to let the learning technology
generate scaffolding that activate content for the Vygotskyan zone of proximal development
PLOTLearner does not support this ultimate goal yet, but we have made a start by creating a
flexible database system that can store pictures, videos, and documents for use in problem-
based learning. Whenever PLOTLearner is opened, the program will automatically connect to
the internet and activate the database EuroPLOT Resources
(http://resources.3bmoodle.dk/img.php). This database is developed as a kind of open source
learning repository that allows learning designers to construct their own content for the text
collections they want to include. In the EuroPLOT project, PLOTLearner is set up to
automatically search in the metadata for any resource that is linked to a text or to a
geographical reference mentioned in this particular text, but the pictures additionally contain
information on archaeological periods and cultural customs. A developer of learning content
can create any kind of new sub-topics and add any kind of content for this kind of intelligent
scaffolding of the text by multimedia. The filenames refer to the name of the creator of the
content, the category of the learning material and resolution types. It creates a visual world
that triggers a pedagogical visualization for persuasive learning and can be used for problem-
based learning activities. PLOTLearner automatically scaffolds this for the texts and displays
the metadata that are provided for learning objects.
For the present test of the learning environment, the bulk of the content in the database is
some 5000 pictures with metadata primarily in Danish. However, this database will be used
for ongoing experimentation with persuasive learning objects offered as open educational
resources for scaffolding with PLOTLearner and content provided in English.
IWEPLET 2013 Proceedings - Page 27 of 168
Ultimately we want to go beyond suggestions generated by the text database and move
towards an intelligent tutoring system with tailored triggers. Our ultimate dream is to
construct a learning environment that scaffolds a deeper understanding of the world of the
text. Through further open source development of PLOTLearner, we aspire to support reading
for the plot from the beginning of a text through its unfolding in dramatic turns and peaks and
all the way to the resolution of the problem and the end of the story.
Conclusion This concludes the tour of the learning environment of PLOTLearner, with the introduction to
an entirely new way of learning a language from a text database. The journey included the
story of the birth of the project as well as a description of the crucial hallmarks of
PLOTLearner as a Persuasive Technology. In terms of the theory of Fogg (2003), it started as
a tool for practice of language skills and was developed into a simulation for the study of
language in texts. The social world is so far only included as part of pedagogical texts,
images, and videos automatically displayed by the program.
This sophisticated learning technology is developed as a highly adaptable and repurposable
open educational software. PLOTLearner is constructed to allow for inclusion of any kind of
text in any kind of language that has been stored in an Emdros database. It is our firm
conviction that this novel kind of persuasive technology has great potential for future
persuasive corpus-driven learning.
Acknowledgement The EuroPLOT project was funded by the Education, Audiovisual and Culture Executive
Agency (EACEA) of the European Commission through the Livelong Learning Program with
grant #511633. I would like to thank programmer Claus Tøndering for indispensable and
unfunded programming since July 2012 and Judith Gottschalk for challenging comments.
Language editing by Randall Tan has been invaluable.
References
Behringer, R., Gram-Hansen, S..B., Soosay, M., Mikulecka, J., Smith, C., Winther-Nielsen, N., & Herber, E..
(2013). Persuasive Technology for Learning in Business Context. International Journal of Information
Systems and Engineering, 1(1).
Fogg, B.J. (2003). Persuasive Technology. Using Computers to Change What We Think and Do. San Francisco:
Morgan Kaufmann.
Gottschalk, J., & Winther-Nielsen, N. (ms). Persuasive skill development: On computational surveillance
strategies for modeling learning statistics with PLOTLearner. Submitted to IWEPLET13.
Laurillard, D. (2012). Teaching as a Design Science: Building Pedagogical Patterns for Learning and
Technology, p. 60. Routledge, London.
Robinson, P. (2011). Task-Based language learning: A review of issues. Language Learning, 6, 1-36.
Thomas, T, & Reinders, H. (2010). Task-based language learning and teaching with technology. London and
New York: Continuum.
Winther-Nielsen, N. (2011). Persuasive Hebrew Exercises: The Wit of Technology-Enhanced Language
Learning. In W. T. van Peursen & J. W. Dyk (Eds.), Tradition and Innovation in Biblical Interpretation.
Studies Presented to Professor Eep Talstra on the Occasion of his Sixty-Fifth Birthday (pp. 277-298).
Leiden: Brill.
Winther-Nielsen, N. (submitted). The Corpus as Tutor: Data-driven Persuasive Language Learning. Submitted to
Digital Humanities Quarterly.
Winther-Nielsen, N. (ms). PLOTLearner as Persuasive Technology: Tool, Simulation and Virtual World for
Language Learning. Submitted to IWEPLET2013.
IWEPLET 2013 Proceedings - Page 28 of 168
Chemical Handling – PLOTMaker for Training in Exposure Scenarios under REACH
Margrethe Winther-Nielsen and Ilaria De Rosa Carstensen
DHI, Agern Allé 5, DK-2970, Hoersholm, Denmark
[email protected], [email protected]
Persuasive design of e-learning is a relatively new area and not widely applied in training
directed at industry and business. The Lifelong Learning project EuroPLOT has
developed an e-learning resource on how to handle exposure scenarios for chemical
mixtures according to the EU chemical legislation REACH. Eight sessions were
developed applying persuasive principles. Each session consists of several persuasive
learning objects. The course was uploaded on a Moodle website and offered to the
industry as a stand-alone course. Sessions of the course were pre-tested in a focus group
at DHI and a pilot-test was initiated in July 2013. Employees from industries, branch
organisations and consultants were invited to the pilot-testing. The conclusion based on
the first pilot-testing results was that training in a challenging topic such as the practical
implementation of new chemical regulation by industries may be better understood
through simplification by reduction, tunnelling, tailoring and application of animated
interactive exercises. The possibility for learners to explore a topic at their own pace was
found motivating. It was, however, obvious that some learners may benefit from a
blended learning course or an online learning environment supporting discussions and
contact with a teacher.
Keywords: Persuasive design of e-learning, formulating industry, exposure scenarios,
case study
1 Introduction In 2007 the European Union radically changed its chemical regulation with the introduction of
REACH. The responsibility for management of the risk of substances was now placed on the
industry, and this new strategy for the EU chemical policy introduced entirely new obligations
for the industry. As a result, manufactures and importers must register and make a chemical
safety assessment, depending on the tonnage of a chemical substance they are producing or
importing. As part of the chemical safety assessment they may develop the so called exposure
scenarios, which we are dealing with in our case.
Different roles are assigned to the industrial companies and the professional users of
chemicals. The most important role for our case is the formulator, who is the downstream user
of chemicals producing chemical mixtures, such as paints, cleaning agents and glues. The
formulators must deliver information on the safe use of their products to their customers,
applying the information in the exposure scenarios annexed to safety data sheets received
from their suppliers of chemicals. Not only is it a challenge for the formulators to work with
the huge amount of information embedded in exposure scenarios, but scenarios are often
delivered in formats varying from supplier to supplier.
The main objective of our work was to create persuasive learning objects that addressed the
health and safety specialists within the formulating industries or consultants working with
these industries. Persuasion is of course not a new competence in teaching, but there have
only been few attempts to combine persuasion with e-learning for education of the staff in
business and industry applying the basic principles of persuasive technology defined by Fogg
(1998 and 2003).
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Fogg argued that a persuasive technology may function as a tool for making behavior easier, a
medium for simulation or as a social actor. For each of these roles he designated a list of
persuasive principles (Fogg 2003; Gram-Hansen 2012). While the principles of Fogg
primarily are directed to persuasive technology, Oinas-Kukkonen and Harjumaa (2009)
extended these principles to a description of 28 different persuasion technics in their model of
Persuasive System Design (PSD). Oinas-Kukkonen (2010) combined this model with analysis
of the context of persuasion focusing on the designer and the usability of the user.
Persuasion is defined as the attempt to change attitudes or behaviours (Fogg 2003). By using
persuasive design in an e-learning resource on exposure scenarios, related to the chemical
legislation REACH, we attempted to engage and motivate the learner to actively apply the
information on safe use of chemicals included in exposure scenarios delivered to him from his
suppliers.
In this paper we present our work on developing the e-learning course, starting with course
planning, continuing with design of learning sequences and persuasive learning objects and
concluding with the first results of our pilot testing.
2 Materials and methods applied in the case study Tools for developing persuasive learning objects
PLOTMaker was the main tool applied in the development of our learning objects. The tool was developed within the EuroPLOT project and based on the software tool GLOMaker
developed by the Learning Technology Research Institute at London Metropolitan University
(http://www.glomaker.org/index.html). Both the Freestyle and the EASA pedagogical patterns
of the planner part of the software were used in the creation of our learning objects.
The PLOTMaker provides a teacher oriented authoring tool for creating persuasive learning
objects. By incorporating new layouts and interactive components it has become a suitable
tool for designing more engaging e-learning resources. Some of the components of the tool
are in themselves interactive while other components allow importing of interactive flash
animations and sounds created outside PLOTMaker. These resources are integrated into the
Learning Object (LO) in its final shape.
We created several interactive learning objects in our sessions applying Microsoft PowerPoint
in combination with iSpring Suite or Camtasia Studio. All sessions were assembled as a
guided learning tour in how to handle exposure scenarios for chemical mixtures. The entire
course was delivered in a Moodle website. Persuasiveness in the design
We started designing learning objects applying the persuasive principles defined by Fogg (2003) and exploring how PLOTMaker could support interactive e-learning. Our primary goal
was to design LOs, which motivated the learner to continue learning all the way to the end of
the e-learning course. Furthermore, the learning content should inspire to further studying of
the subject. It should provide employees from the formulating industry with a more
comprehensive way to learn the basic principles of working with exposure scenarios for
mixtures. The persuasive principles applied were: tunnelling, tailoring, reduction, simulation,
self-assessment, suggestion, and to some extent social signals. Testing by learners
A focus group at DHI tested selected sessions of the course in a pre-pilot test. Their
experience of learning with the LOs was gathered in interviews directed by Herber (2012).
Invitations to take part in pilot-testing of the whole course were sent to formulating industries,
IWEPLET 2013 Proceedings - Page 30 of 168
branch organisations and consultants in Europe. When completed the online course each
participant was asked to file in an online evaluation questionnaire anonymously. The
questionnaire was developed by Erich Herber in 2013.
3 Results and discussion Planning the course
Selection of target group, overall topic and learning outcome are of course essential parts of the planning of a course. These tasks should all be defined prior to the detailed planning and
design of the course. For our specific case, a need expressed by industries was our basic for
the selection of the particular topic and target group. The typical target of the learning is often
one or two employees in each formulating company. We suggested that it would be beneficial
to them to have access to an online course covering the whole topic.
A team of three teachers at DHI selected the course content and took part in the design of the
course. The selection of content was based on our existing experience gained in several face-
to-face courses and workshops within the area. Additionally, two other teachers were
involved in evaluation and quality assurance of content and design.
The steps for the planning and design of the course were:
1. Selection of other software tools besides PLOTMaker which was preselected for our case
in EuroPLOT and a suitable learning management system (LMS)
2. Selection of course content, number of sessions and topic for each session
3. Learning sequence, including pedagogical pattern within each session
4. Design and selection of materials for each LO
5. Internal evaluation and quality assurance of content and functionality of LOs
As already mentioned we chose to apply tools to supplement PLOTMaker in order to obtain a
more varied and engaging learning. Knowing safety data sheets and classification rules for
chemicals substances and mixtures were set up as a prerequisite for taking the course.
However, the new terminology and methods introduced in the chemical legislation in 2007
were not assumed to be known in advance.
Before starting the design of LOs we decided on the sequences of learning activities for a
session, applying the planner in PLOTMaker. We found both the EASA and Freestyle
patterns in the new version of the software tool well suited for our purposes.
In total eight separate sessions were created, each consisting of a range of LOs. The content of
the LOs was mostly developed from scratch and only few objects were reused or repurposed
from LOs of others. Each session was packaged and uploaded on the Moodle website with a
link to the GloWebPlayer.swf file. The uploaded course was discussed and evaluated
systematically by the team and at least by one teacher outside the core team, and the course
was adjusted before release for testing.
IWEPLET 2013 Proceedings - Page 31 of 168
Persuasive learning objects
The front page of the course was inspired by the Learning Journeys (http://hermes.uwl.ac.uk/learnerjourney/), guiding the learner through the different sessions of
the course (Figure 1), and providing an overview of the entire course. A learner without any
prior knowledge of the subject may follow the suggested route from session one to eight
while more experienced learners may jump to the sessions needed and thus plan a tailored
learning tour.
Figure 1: The front page of the online course The topic of exposure scenarios is in general considered quite complex learning content. The
learning has so far been achieved through reading of technical guidances and face-to-face
workshops and seminars. To our knowledge this is the first attempt to make an online course
on this particular topic. When transferring the teaching to the PLOTMaker software we were
able to reduce the big amount of guidance text to be read by presenting new terms and core
knowledge in simplified illustrations and animations. One example is the LO in Session 2 of
the course shown in Figure 2. By persuading learners to press the play button in this LO they
will be presented with text and pictures related to a specific term or descriptor, e.g. the SU9.
However, by linking to the original guidance in other LOs, the learners will still be able to
study this in details.
According to Fogg (2003) we are likely to be persuaded by something which appears to be
easy, and one important step towards making something easy is to make sure that everything
seems familiar to the users (Gram-Hansen 2012). Selection of situations, illustrations,
language, pictograms and other material that are known to the target group is a simple way to
make a LO familiar to the learner.
The illustration at the front page of the learning resource (Figure 1) appeals to the target
group, illustrating entities from their world. When entering the sessions you meet illustrations
of situations where people are using chemical mixtures or products, such as professionals
spray painting a car and technicians handling chemicals in a laboratory. Interviews of
colleagues from other formulating companies who express their opinion on a topic is another
way of making the LO familiar and the topic relevant to the learner. Besides including
opinions of colleagues in LOs, social signals were introduced by using pictures of people in
familiar situations.
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Figure 2: Example on simplified presentation of new terms in an animation Self-assessment and simulation take up large part of the learning sessions, allowing the
learner to learn through interaction. The Multiply Choice Questions, Matching Quiz and Drag
and Drop components of PLOTMaker have been used several times throughout the course to
encourage learners to test their knowledge. Animations have been produced without
programming, creating sequences of pictures in PowerPoint which were converted to flash
files using the iSpring Suite. Use of animation in quizzes allowed inclusion of unexpected
effects, like a simulated explosion when the learner chooses the wrong answer (Figure 3).
Figure 3: Animation used in a quiz to make a special effect when the answer is wrong Simulation in our case means working with examples of exposure scenarios for chemical
substances, going through exactly the same steps that health and safety specialists in the
formulating industry have to perform when they receive real exposure scenarios from a
chemical supplier. Before learners enter into a situation of simulation, they are offered the
option to go through an example presented in a video. The simulations in the last part of the
course (Sessions 7 and 8) allow learners to do a calculation using an interactive calculator
(http://glomaker.wikifoundry.com/page/Links+to+free+resources?t=anon) and to type results
directly into the LO. Having completed the steps needed for preparing an exposure scenario
for a chemical mixture, learners in the end obtain the exposure scenario of the mixture.
IWEPLET 2013 Proceedings - Page 33 of 168
Testing and interview of focus group
The focus group participating in the pre-testing was asked to think back on how they learned with the digital learning resources and how they benefited from them. The learners
commented on individual LOs and gave suggestions for improvement. They used the
feedback given in LOs repeatedly during the test to reflect on their individual learning
success. However, the feedback was not in itself considered motivating for the learning.
The application of video-based interactive exercises was considered useful by learners and
helped them to understand the exercise. Keeping simplicity in the LOs was recommended,
although exercises should remain challenging and demanding. In some LOs, text and image
were not synchronized and this caused irritation. The learner had to press a button for
changing the text in the right part of the screen as the animation went on to the left.
Unfortunately, automated synchronisation was not supported by PLOTMaker. The general
lesson learned from this is perhaps that one should not try to push a system or tool beyond its
capability, but keep it simple and functional.
The pilot testing of the course was still ongoing while this paper was prepared (August 2013).
Examples of the first preliminary results from six questionnaires indicated that the majority
(83%) enjoyed training with the online course, that the course helped them to better
understanding the practical relevance of the subject (100% i.e. strongly agree / rather agree),
that training with the online course can be useful for learning the subject (83%), that they
could find effective ways to learn with the online course (83%), and that the online course
motivated them to study the subject in more depth (67%). Furthermore, 67% of the testers
disagreed on the question “I believe that I can better learn from teacher instruction than from
online course”.
Four out of the six testers found that the online course was more motivating than other forms
of teaching and training, as expressed by their answers and comments (Table 1). They
appreciated the possibility to explore the topic at their own pace and without interference
from other people. However, a drawback of online learning could be the lack of feedback and
possibility to ask questions.
One of the testers pointed out that he or she experienced some technical problems during
testing, because the connection slowed down during browsing in the online course. It was also
annoying that a session started from the very beginning when he or she attempted to refresh
the connection. Furthermore, comments on some of the soundtracks pointed out that it could
be difficult to hear the content.
The pilot testing is anticipated to include at least 15 vocational learners from the industry. But
we are still waiting for the remaining replies. However, from the answers presented above it is
indisputable that learning through the online course motivated the majority more than face-to-
face teaching. The first step in fulfilling our overall goal of the online course - “to engage and
motivate the learner to actively apply the information on safe use for chemicals included in
exposure scenarios…” - is achieved because testers so far has found that the course has helped
them to a better understanding of the practical relevance of the subject.
IWEPLET 2013 Proceedings - Page 34 of 168
Table 1: Answers and comments from six testers in the pilot testing of the online course
Question to the testers:
Was training with the online course more motivating than other forms of teaching & training (e.g.
classroom teaching / face to face training)?
Answer Number of
testers
Explanation / comment of testers
Absolutely 1 No disturbance and not 100 people asking questions about all and nothing.
Rather yes 3 1. Can keep my own pace, can jump back and forth as needed, can test myself w/o risk of being embarrassed.
2. Own pace
3. You can choose when to go in depth with a question
and when to go lightly on a subject.
Rather no 0
Not at all 1 No feedback, no possibility to ask questions
Indecisive 1 The training I received earlier was rather poor (in a workshop) this did not inspire me to attend more courses.
But courses/classroom teaching is ok, but if things are very
complicated, much time is spent on the poorest participants.
The way I learn is to have some background (like this
program or to read the theory), then ask questions and listen
(face to face training or classroom training).
4 Conclusions
This paper demonstrates that the principles of persuasive design can be applied in e-learning
directed at industry and business. We have shown that training in a challenging topic, such as
the practical implementation of the new chemical legislation by industries, may be better
understood through simplification by reduction, tunnelling and tailoring of the subject.
The application of video-based or animated interactive exercises support learners and keep
them engaged in their learning. The possibility for learners to explore a topic at their own
pace was found motivating. However, it was obvious that some learners may benefit from a
blended learning course or an online learning environment supporting discussions and contact
with a teacher.
Acknowledgements The EuroPLOT project was funded by the Education, Audiovisual and Culture Executive
Agency (EACEA) of the European Commission through the Livelong Learning Program with
grant #511633. We would like to thank partners, colleagues and clients in the industry for
their contributions.
References
EuroPLOT (2010). Persuasive Learning Objects and Technologies: http://www.eplot.eu/
Fogg, B.J. (1998). Persuasive Computers, Perspectives and research directions. in CHI. 1998: ACM Press
Fogg, B.J. (2003). Persuasive Technology – Using Computers to Change What We Think and Do. San
Francisco: Morgan Kaufmann Publishers.
IWEPLET 2013 Proceedings - Page 35 of 168
GLOMaker. Links to free resources: http://glomaker.wikifoundry.com/page/Links+to+free+resources?t=anon
(2013)
Gram-Hansen S.B. (2012). Persuasive Learning Design Framework. Persuasive Learning Designs Report for the
EuroPLOT project. Deliverable D3.3.
https://sites.google.com/site/llpeuroplot/D.3.3%20PersuasiveLearningDesigns.pdf?attredirects=0&d=1
Herber, E. (2012). EuroPLOT Focus Group Meeting. Internal document of EuroPLOT.
Learning Journeys: http://hermes.uwl.ac.uk/learnerjourney/ (2013)
Oinas-Kukkonen, H. & Harjumaa, M. (2009). “Persuasive Systems Design: Key Issues, Process Mod-el, and
System Features” in Communications of the Association for Information Systems, Vol. 24, 2009, 28, p. 485-
500. The Berkeley Electronic Press.
Oinas-Kukkonen, H. (2010). Behavior Change Support Systems: A Research Model and Agenda. In Thomas
Ploug et al, eds, Persuasive 2010. LNCS 6137. Berlin Heidelberg: Springer-Verlag, 4–14.
IWEPLET 2013 Proceedings - Page 36 of 168
Applying persuasive principles to influence students in adopting deeper learning approaches
Mekala Soosay
Leeds Metropolitan University, Leeds LS6 3QS, United Kingdom
Jaroslava Mikulecka University of Hradec Králové, Hradec Králové, Rokitanskeho 62
The current generation of students are exposed to an increased use and familiarity with
communication, media and digital technologies. In line with this capability, universities
are offering an arena for engagement and discovery, making use of the Virtual Learning
Environment (VLE) to provide a blend of online and face-to-face curriculum. Persuasive
design is a relatively new framework for influencing behaviour, made prominent by BJ
Fogg (2003) where he proposes a set of persuasive principles on how to think about creating
designs that are more persuasive. This paper articulates the development, evaluation and
sharing of PLOTs in teaching database concepts to students at Leeds Metropolitan
University (Leeds Met) and the University of Hradec Králové (UHK). Students of
undergraduate Computing and Business Computing studies face challenges in
understanding fundamental database concepts. In order to develop competency, we have
applied selected persuasive principles in the design of blended learning using persuasive
learning objects (PLOTs), self-assessment and discussion boards within the institutional
VLE. Students participated in the evaluation of the PLOTs, engaging in discussions with
peers and tutor, and self-assessing their understanding of concepts. Results indicate a
degree of behaviour change towards becoming more self-regulated learners.
Keywords: persuasive design principles, persuasive learning objects, self-regulation,
blended learning.
Introduction This paper discusses the development, evaluation and sharing of Persuasive Learning Objects
(PLOTs) in teaching database concepts for Computing and Business Computing students at
Leeds Metropolitan University (Leeds Met) and the University of Hradec Králové (UHK). The
initiative forms part of the EuroPLOT project, contributing to the understanding of the cross
field between persuasion and didactics. Persuasion is not a new concept in education; tutors
have used it in various forms to influence students’ learning behaviour in the classroom, and
the challenge is to apply the concepts effectively through digital e-learning technologies. BJ
Fogg (2003) paves the way in providing the structure around which people understand and
apply persuasive design, mediated through computer technology.
A digital learning object is defined as an online interactive chunk of e-learning designed to
achieve a stand-alone learning outcome, which can be reused in different contexts. When
persuasive design principles are applied to the creation and deployment of the learning objects,
they are referred to as PLOTs (persuasive learning objects) with the main objective of achieving
active engagement. At both universities, an outcome-based learning design paradigm is used
for creating the courses, hosted on the Blackboard Virtual Learning Environment (VLE) and
delivered as a blended learning context. Garrison and Kanuka (2004) posit that when blended
learning is thoughtfully integrated into face-to-face (F2F) learning, the strengths of
IWEPLET 2013 Proceedings - Page 37 of 168
synchronous (F2F) and asynchronous (text-based Internet) learning activities can be harnessed
to support meaningful learning outcomes. Gram-Hansen (2010) points out that there are shared
commonalities between key persuasive design concepts and outcome-based learning design
(Table 1), which we have incorporated in the development of our PLOTs.
Table 1. Mapping of key Persuasive Design concepts to Outcome-based Education (OBE)
learning design
Persuasive Design OBE Learning Design (Biggs & Tang, 2007)
Originates from a persuasive intention
Considers the requisites of the users
Requires that the users is aware of the
persuasive intention
The persuasive intention is met through use of
one of more persuasive strategies
Is dependent on timing and contextual
awareness
Originates from an intended learning outcome
Considers the requisite of the students
Requires that the students are aware of the
intended outcome of individual lectures and
courses
The intended learning outcome is achieved by
use of rhetorical and didactic strategies.
Is dependent on timing and contextual
awareness.
The application of such principles raises the concern whether these can enhance the learning
experience of students accessing and using the learning objects within the VLE, specifically
instigating a change in attitude, understanding, or behaviour (Fogg, 2003). Within Higher
Education (HE) curricula, this translates as an opportunity to promote self-regulation through
independence and personal ownership of learning, increasing students’ ability to self-assess and
self-correct, skills which form the hallmarks of undergraduate education. These elements also
point towards self-efficacy, a quality which the prominent psychologist Albert Bandura (1997)
refers to as “beliefs in one’s capabilities to organise and execute the courses of action required
to produce given attainments” affecting students' motivation and learning, and self-efficacy
forms an important aspect of contemporary educational psychology (van Dinther, Dochy &
Segers, 2011).
Teaching of databases is integral to all Computer Science and Information Technology-related
courses. Graduates should be self-efficacious in solving real-world problems, which require
combining the knowledge of fundamental database concepts with the ability to recognise when
a particular problem could benefit from the application of specific concepts. This process
enables students to gain database skills that are valued in the workplace. The Teaching,
Learning and Assessment in Databases (TLAD) which is an UK annual event that brings
together database teachers and researchers in all academic institutions globally to share good
learning, teaching and assessment practice, acknowledges that teaching concepts such as
normalisation and Structured Query Language (SQL) are problematic. Hence we have chosen
to develop PLOTs supporting the understanding of normalisation at Leeds Met and SQL at
UHK.
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Pedagogic and Persuasive Underpinnings in a Blended Context Knight’s longitudinal study (2010) which evaluates the different learning strategies adopted by
students when accessing VLE-hosted resources, reveals students who adopt a deep learning
approach, in which online resources are accessed consistently throughout the study programme,
perform markedly better than surface learners who focus their online activity either at the
beginning or end of the programme’s duration. When analysing the behaviour of our students
in the VLE, it was apparent that they adopt a ‘grab-and-go’ strategy. The challenge was to
enhance the course with PLOTs, designed to afford students to engage with learning actively
throughout the semester. We believe that in order for the PLOTs to suitably change students’
behaviour towards adopting a deeper learning approach, an appropriate activity blend ought to
be designed embedding persuasive principles, besides incorporating these principles into the
design of the PLOTs themselves.
Persuasive Design Principles viable in VLEs Fogg (1999) proposes a framework for persuasion, which he refers to as the Functional Triad
(Table 2), in which the computer as a tool can increase capabilities by enabling persuasive
affordances that develop self-efficacy. This is in line with Bandura's (1997) pioneering theory
where self-efficacy is a perceived quality; that even if individuals sense that their actions are
more effective and productive (through using a specific computing technology), they are more
likely to perform a particular behaviour, suggested as persuasive affordances below (Fogg,
Cuellar & Danielson, 2003). We will adopt the Functional Triad as a starting point in designing
our PLOTs.
Table 2. Specific Persuasive Affordances arising from the use of computer technology,
adapted from Fogg (1999)
Function Specific Media
within the VLE
Specific Persuasive Affordances
Computer as tool
or instrument
PLOT
Reduces barriers (time, effort, cost)
Increases self-efficacy
Provides information for better decision making
Changes mental models
Computer as
medium
PLOT
Provides first-hand learning, insight,
visualisation, resolve
Promotes understanding of cause-and-effect
relationships
Motivates through experience, sensation
Computer as
social actor
Discussion Boards
Establish social norms
Invoke social rules and dynamics
Provide social support or sanction
The intended change of students’ behaviour is classified according to the Fogg and Hreha’s
(2010) behaviour wizard as BlueSpan, whereby we expect students to do a familiar behaviour
IWEPLET 2013 Proceedings - Page 39 of 168
over a period of time. The behaviour wizard suggests that designing span behaviours requires
special consideration where a span intervention might pay close attention to the strategic use of
regular triggers which have to be activated when the person has sufficient motivation and ability
to perform the behaviour. The VLE allows for announcements and notifications that can be
used to prompt students to undertake learning activities at appropriate points. As the VLE keeps
track of the individual student’s access of activities, timely triggers can be issued when most
students are online to get them to engage in the learning activities. The activity blend, which
includes the PLOTs is designed with the aim of allowing students a chance to quickly review a
topic, engage in collaborative discussions with the tutor and peers, and embark on formative
assessment designed to improve self-efficacy. Sadler (1998) refers to formative assessment as
assessment that is specifically intended to generate feedback on performance to improve and
accelerate learning. Nicol and Macfarlane-Dick (2006) take this further in revealing the
positive implications of using formative assessment for students to proactively generate and use
feedback in supporting the development of self-regulation.
The four persuasive principles (Fogg, 2003) adapted and applied to the design of our PLOTs
and VLE activity blend are:
Reduction - simplifying a complex concept through PLOTs.
Suggestion - intervening with a trigger, as compelling suggestions at the opportune moment
through the discussion board and emails.
Self-monitoring - regulate progress of engagement and learning with PLOTs through the
self-assessed quizzes.
Social signals - rewarding users with positive feedback and providing support through the
self-assessment and the discussion board.
We have applied a pedagogical approach of scaffolding learning to support achievement of the
learning outcomes as advocated by McLoughlin and Lee (2010), provoked by triggers at
appropriate points of learning guide students in a step-by-step manner, allowing them to
independently construct their learning in a way most suited to the individual needs. The PLOT
content is structured to be gradually absorbed by the learner using scaffolded delivery of
concepts in increasing complexity (McLoughlin and Lee, 2010). We used different forms of
media for motivating learner engagement in terms of capturing and focusing attention such as
audio, images and video. Researchers and cognitive psychologists believe that technology can
deliver more sensory data than we can process, to the extent that audio and visual effects can
interfere with learning (Clark and Mayer, 2011). Care is taken to avoid the redundancy effect,
where animation is combined with supporting narrative, but not with corresponding text that
can hinder associating words with corresponding graphics. On the same note, extraneous use
of text and graphical images are also avoided, which are in line with persuasive principles.
This is followed by short formative assessments in the form of quizzes for students to self-
assess, so that they can ascertain if indeed learning has taken place. The premise is that students
self-monitor their learning, capitalising on the flexibility of the medium that allows for iterative
any time, any place exploration until they have understood the database concepts delivered
through the PLOTs by self-assessing their knowledge gained.
The PLOTs are hosted on the institutional Blackboard VLE to facilitate a constructive blend of
learning designed to inculcate self-regulation in students. The VLE also affords asynchronous
discussions as threads that are necessary in depicting interaction and presence. Garrison and
Kanuka (2004) find that these elements are alluded to by students as important aspects of online
course design especially in instilling a sense of community. The proposed activity blend
involving a persuasive pedagogical model for delivering learning via PLOTs are as follows:
IWEPLET 2013 Proceedings - Page 40 of 168
1. Understand the guidelines and procedures for using the activity blend,
2. Work through the PLOTs,
3. Discuss tasks and issues in the discussion board with tutors and peers, and
4. Undertake the formative assessments.
Case Study Description The PLOTs are designed to be used independent of tutor guidance, supporting the F2F teaching
and learning of the relational database design and the database query language SQL in 2
modules:
Introduction to Database (IDB) - first year undergraduate module offered to BSc.
Computing and BSc. Computer Forensics students at Leeds Met, and
Database Systems 1- second year undergraduate module offered to Information Management
and Applied Informatics students at UHK.
The main aim of PLOTs are to persuade students to revise or recall topics as the bite-sized
stand-alone learning objects, whereby the main concepts are embedded into an appropriate
curriculum and taught F2F. Topics correspond closely with the course learning modules, and
each topic has clearly defined learning outcomes, which are assessed within the PLOT and the
VLE.
Evaluation Findings Findings arising from the 3 focus group questions posed to students at Leeds Met are
summarised as follows:
1. What is your favourite / most useful learning feature or exercise in the learning object?
Students remarked that the videos afforded interactivity that enabled understanding of complex
normalisation concepts, allowing them to control the effectiveness of learning and reinforce
understanding deeper, and the much-needed rehearsal for learning (Clark & Mayer, 2011).
They felt that the videos condensed F2F teaching materials into concise chunks of learning, and
allowed for more inclusive learning – both online and during F2F lab sessions.
Students pointed out that the audio narrative clarified and simplified understanding of concepts,
and the voice humanised the PLOT, motivating them to engage with the content. The audio also
strengthened trustworthiness and credibility (Fogg & Tseng, 1999) which supported the
portrayal of a good teaching presence online (Garrison, Anderson & Archer, 2000). Students
found the quizzes within the PLOT useful as it allowed them to self-assess the extent of
understanding the database concepts
2. Which problems (technical/didactical/organisational) did you have? What caused them?
Students felt that the PLOT was easy to navigate and use. They did not experience any
pedagogical issues in terms of understanding the concepts explained in the PLOT, which is designed to expose concepts in a progressive and scaffolded manner. Students did face
technical problems in accessing the learning object from the VLE which was eventually
resolved by downloading the Flash plug-in.
3. If you could add any new feature or exercise to the learning objects, what would it be?
IWEPLET 2013 Proceedings - Page 41 of 168
Students highlighted the need for more interactivity in the assessment, whereby they could
complete exercises that will drag and drop attributes to build normalised tables interactively.
They also expressed the desire to have clues/tips to help when incorrect choices are made under
the quiz section in the PLOT.
Similar findings were noted with UHK students using the same three focus group questions.
Question 1 - Most students agreed that the favourite/most useful learning feature in the learning
objects were the quizzes, which they have used as many times they wished, thus helping them to increase self-efficacy (Bandura, 1997). They found that the practical examples and the
scaffolded delivery of learning in small chunks clarified their understanding of concepts.
Question 2 - Students experienced technical issues in displaying the study materials and quizzes
in low resolution when viewed with a laptop, as well as issues with JavaScript that prevented
the VLE from functioning properly. Consistent with the findings from Leeds Met, students
suggested that the feedback on quizzes ought to indicate why the choice(s) made were incorrect
to improve learnability.
Question 3 - As new features/exercises in PLOTs students requested for more quiz questions
and they also expressed the desire to be able to compare results with peers.
Besides the focus group open questions, students also filled an on-line survey, summarised in
Figure 1. The survey consisted of following 12 Likert-scale positive statements, which received
favourable responses:
Q1: The learning objects referred very well to the topic of the course.
Q2: The learning objects explained the topic in different contexts or situations.
Q3: The learning objects offered learning content beyond my usual e-learning expectations.
Q4: The content of learning objects provided appropriate examples to illustrate key points
or concepts.
Q5: I never wasted time with irrelevant details.
Q6: The learning content was easy to understand and concise.
Q7: Quizzes were at appropriate difficulty level.
Q8: The learning objects were easy to use.
Q9: The learning objects helped me identify my lack of knowledge.
Q10: The feedback I received for correct or wrong answers in quizzes helped me learn.
Q11: The amount of interactivity in the learning objects was appropriate.
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Figure 1: Frequencies of answers in Likert-scale questions in pilot survey.
12
10
8 Unanswered
Strongly disagree
6 Disagree
Undecided
4 Agree
Strongly agree 2
0
Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 Q11
Discussion and Conclusion In this paper we explored how persuasive learning designs can be effectively applied to the
design of PLOTs within a blended context capitalising the affordances of the VLE, with the
aim of changing students´ behaviour towards adopting a deeper learning approach. Filtering
key concepts into concise chunks, in clear and unambiguous language can provide more
targeted learning content with the persuasive principle of reduction. Students can clarify
assumptions and articulate knowledge interactively via the asynchronous discussions (the
principle of suggestion and social signals), and this in turn encourages students to take on a
deeper approach.
The findings evidenced that the PLOTs were well received by students and persuaded them to
engage with the learning and assessment activities independently. In summary, the content,
media, visual design allowed for persuasion to occur. The resultant PLOTs will be refined and
shared with the project’s partner institutions. Up until the time of writing, the study of
development of online learning incorporating persuasive design principles has yet to be
undertaken in Europe. Tashakkori and Teddlie (2010) state that studies involving human
behaviour change over time and are complex, therefore necessitating a sound understanding of
the social/behavioural phenomena that takes place. This merits further exploration and study
with a larger set of students to derive more conclusive explanations of the change in learning
behaviours instigated by the application of appropriate persuasive design principles specifically
through digital technologies.
Acknowledgements Part of this work was funded by the Education, Audiovisual and Culture Executive Agency
(EACEA) of the European Commission in the project EuroPLOT. We would like to thank the
coordinator and the partners for fruitful cooperation.
IWEPLET 2013 Proceedings - Page 43 of 168
References
Bandura, A. (1997). Self-efficacy: The exercise of control. New York: W.H. Freeman and Company.
Biggs, J. (2003). Aligning teaching and assessing to course objectives. Teaching and Learning in Higher Education: New Trends and Innovations, 13-17.
Biggs, J., & Tang, C. (2007). Teaching for Quality Learning at University. Berkshire: Open University Press.
Clark, R. C., & Mayer, R. E. (2011). E-learning and the science of instruction: Proven guidelines for consumers
and designers of multimedia learning. San Francisco: Pfeiffer.
Fogg, B. J. (1999). Persuasive technologies. Communications of the ACM. 42(5), 26–29.
Fogg, B. J. (2003). Persuasive Technology, Using Computers to change what we Think and Do. San Francisco:
Morgan Kaufmann Publishers.
Fogg, B. J., Cuellar, G., & Danielson, D. (2003). Motivating, influencing, and persuading users. The Human-
Computer Interaction Handbook, 358-370.
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Persuasive Technology (pp. 117-131). Springer Berlin Heidelberg.
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education. The internet and higher education, 7(2), 95-105.
Gram-Hansen, S. B. (2010). Persuasive Everyware-Possibilities and Limitations. WMSCI. IIIS, Orlando.
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In: Persuasive Learning Objects and Technologies for Lifelong Learning in Europe.
Knight, J. (2010). Distinguishing the learning approaches adopted by undergraduates in their use of online
resources. Active Learning in Higher Education, 11(1), 67-76.
McLoughlin, C., & Lee, M. J. (2010). Personalised and self regulated learning in the Web 2.0 era: International
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26(1), 28-43.
Nicol, D. J., & Macfarlane‐Dick, D. (2006). Formative assessment and self‐regulated learning: A model and seven principles of good feedback practice. Studies in higher education, 31(2), 199-218.
Tashakkori, A. & Teddlie, C. (2010). Putting the human back in “human research methodology: The researcher in
mixed methods research. Journal of Mixed Methods Research, 10(4), 271-277.
Tseng, S., & Fogg, B. J. (1999). Credibility and computing technology. Communications of the ACM, 42(5), 39-
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IWEPLET 2013 Proceedings - Page 44 of 168
Mediating Kaj Munk
Using Persuasive Learning
Christian Grund Sørensen, Sandra Burri Gram Hansen, Peter Øhrstrøm
Aalborg University
E-mails: [email protected]; [email protected]; [email protected]
Abstract. As part of the EuroPLOT project (PLOT = Persuasive Learning Ob-
jects and Technologies) the Kaj Munk Case is focused on disseminating
knowledge of the person, the works and the ideas of Danish vicar and play-
wright Kaj Munk. Due to the complexity of the content to be disseminated this
requires a multifaceted learning approach as well as support for existential re-
flection. Technologies used are The Kaj Munk Study Edition, geocaching and
mobile persuasive learning objects, and The Conceptual Pond. Combining these
approaches in the Munk Case provides a framework for technology enhanced
learning in the field of cultural mediation.
Keywords: Persuasive Design, persuasive technology, Kaj Munk, case studies
1 Background
In the course of developing the overall EuroPLOT-project the Kaj Munk Case was
suggested as an interesting and challenging case for the development and implementa-
tion of principles and techniques for technology enhanced learning using ideas from
persuasive technology. The Kaj Munk Case is developed by Aalborg University in
cooperation with The Kaj Munk Research Center, Aalborg, The Kaj Munk Vicarage
Museum, Vedersø, and several other institutions related to primary school, secondary
school, church education, folk high school and university.
Danish theologian, playwright, journalist and novelist Kaj Munk (1898-1944) dis-
played a comprehensive and widespread cultural impact in Denmark.
First, he is well known for a number of theatrical plays dealing with important reli-
gious, political and ethical questions. Being originally attracted to fascist ideas and
Moussolini’s ability to get the trains to run on time, Munk gradually rejected fascism
in general and the German Nazi regime in particular. He wrote several plays treating
these issues, acknowledging the importance of the strong character – yet reacting on
the progroms of the thirties. Other plays treated modernity, Christianity, faith, and
love.
Second, as a novelist Munk elaborated some of his existential thoughts in fiction,
© Springer-Verlag Berlin Heidelberg 2013
IWEPLET 2013 Proceedings - Page 45 of 168
but in journalistic work for Danish newspaper Jyllands Posten he proved ardent and
sharp in rejecting the laissez faire approach to the rise of the Nazi regime and the
subsequent occupation of Denmark in 1944.
Third, as a clergyman and a preacher Munk sought to encapsulate his rather con-
sistent Christian reflections with ideas of war and resistance.
This being said, the fate of Kaj Munk is also decisive for the impact history of his
works and ideas. He was executed by German authorities in 1944, creating a myth as
one of the few Danish resistance martyrs. His (partially) nonviolent approach to re-
sistance and his respect for the common soldier amongst the enemy made him an
inspirational person for the post-apartheid peace and reconciliation process in South
Africa. So Kaj Munk was evidently a multifaceted personality with a vast range of
ideas and well-argued opinions adding to a notable life course.
It has been argued that Persuasive Technology as presented in (B.J. Fogg 2003)
should be seen together with elements of classical rhetoric (Hasle 2006). This is also
very much the idea on which the Kaj Munk case in EuroPLOT is based. One ambition
in the project has been to develop software which could on support the work of vari-
ous rhetors who want to guide the user. Another important ambition has been to make
it possible for the users to explore Kaj Munk’s conceptual universe by themselves.
The Emdros-based Kaj Munk Study Edition has as a software product been design to
function in both ways, being a tool for the rhetor who wants to guide the user and at
the same time being a media for the users who what to explore Munk’s ideas.
2 The complexity of the Kaj Munk Case
Each of the different cases in the EuroPLOT-project present different challenges to
the understanding of technology enhanced learning and the facilitation of multimedia
learning. Each case study displays a certain degree of complexity in the learning envi-
ronment, the subject matter, and the intended learning outcomes. Recognizing this, it
may be argued that in several ways the Munk Case does present an even higher level
of complexity than is expected in many generic learning situations.
It has thus been important to address the issues around this enhanced complexity in
order to achieve a thorough understanding of:
The communicative agent.
The intended learning outcomes or the intended persuasive impact.
The learning environment and recipients.
The material and subject to be mediated.
Obviously, these questions do apply in the process of designing most technology
enhanced learning systems. Nevertheless, inherent qualities in the material and the
agenda of the Munk Case prove considerations in this area to be of a most decisive
nature.
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2.1 The communicative agent
In the Munk Case the potential transmitters of content and learning material are
legion. Such are also the intentions and the intended learning outcomes or intended
persuasive impact. In classic rhetorical theory the rhetor defines the agenda and the
arguments and, doing this, he enters into an act of rhetoric agency.
In the Munk Case there are many stakeholders and interests in the mediation and
learning situation. It has therefore been necessary to adopt an open approach to medi-
ating Munk offering tools and media for the users own, individual learning rather than
supporting a very fixed curriculum or a predestined route of digital immersion.
Communicative agents in the mediation of Munk could be teachers at different lev-
els of the school system. It could be University teachers, researchers, public opinion
makers. But it could also be the Kaj Munk Vicarage Museum or another cultural in-
tuition, or the Evangelical Lutheran Church. This diversity of potential rhetors obvi-
ously differs from much technology enhanced learning in a more restricted or struc-
tured learning environment.
In some cases the concept of a single communicative agent must be abandoned as
the learning environment is shaped by a multitude of users. This is for instance the
case where annotations or user generated content establishes any user as a potential
content provider.
2.2 The intended learning outcomes or the intended persuasive impact
Following the argument that multiple potential communicative agents are into play
in the Munk Case it is obvious that that a considerable degree of diversity will also be
present in the learning environment. Since rhetors have different agendas, motivation,
and intentions their focus in mediating Munk may be quite diverse.
Nevertheless, this diversity is not only a matter of intention; it is also a matter of
style and the role of persuasion. Thus, the communicative agent could aim at one (or
both) of these categories of recipient impact:
Intended learning outcomes – which should focus on knowledge dissemination and
cognition.
Intended persuasive impact – which should focus on bringing inspiration and even
suggesting attitude and/or behavior change.
In a habermasian understanding of learning obviously the intended persuasive im-
pact approach is ethically dubious. Nevertheless it is in cultural, political, or religious
mediation often the case, that mediation contains some kind of value transfer. It is the
strength of the Persuasive Technology framework (B.J.Fogg 2003) that it recognizes
these intentions and offer a theoretical framework for the discourse.
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2.3 The learning environment and recipients
Just as the rhetors are diverse so are the receivers. Given that the learning environ-
ments may be at any part of the school system, at University, in Church or in cultural
institutions of different natures it is obvious that learning environments differ vastly.
2.4 The Kaj Munk Study Edition
Researchers at the Kaj Munk Research Center at Aalborg University have devel-
oped an Emdros based system which integrates archive-based learning resources (pic-
tures and texts), called the Kaj Munk Study Edition (Sandborg-Petersen, U. 2013).
This system exists presently in a Danish version. In addition, a German version and
an English version of this Study Edition are being developed based on the available
translations of Kaj Munk’s texts. This system makes it possible to search for patterns
and expressions in the text corpus. In this way the system offers an opportunity to
explore Kaj Munk’s universe as it is represented in terms of the texts.
The ambition is that The Kaj Munk Study Edition should include all parts of Kaj
Munk’s journalism, dramas, poetry, prose, sermons, and letters. In this way the work
with the development of the system may be taken as an illustration of how the com-
plete works of a writer of cultural significance may be represented using an Emdros
based tool and how such a tool may be helpful in order to solve tasks in a teaching
context, particularly the demands for problem-based learning. The ambition is also
that the system should be persuasive in the sense that the use of it should stimulate the
wish to learn more about the life and works of Kaj Munk.
2.5 Geocaching and mobile persuasive learning objects
In addition to the more traditional use of technology employed in the Kaj Munk
Study Edition, EuroPLOT has also made use of geocaching which may be seen as
special kind of so-called mobile persuasion. Within the project a system of four geo-
caches related to Kaj Munk has been established in co-operation with the Kaj Munk
Museum in Vedersø, which is located in Kaj Munks former vicarage. Two of the four
caches have been presented in both Danish and German. The four caches were in-
stalled in June 2011 and the use of the system has been studied over a period of two
years. There is strong evidence to support the claim that geocaching can in fact serve
as an effective persuasive technology.
Promising feedback from the Geocaching system in Vedersø, has lead to the de-
velopment of multimodal persuasive learning design, which was implemented and
tested in the small village Vester Hassing in Northern Jutland in June 2013. Building
upon the notion that the presence at a specific location, influences the users percep-
tion of the learning material, students at Vester Hassing school were introduced to
WWII and Kaj Munk, through a combination of traditional and mobile persuasive
learning objects. The learning design included a tour of the village, during which the
IWEPLET 2013 Proceedings - Page 48 of 168
students received learning material and challenges at specific locations. For instance,
the students learned about the time when the railway in Vester Hassing was blown up
by the resistance during WWII, and challenged to capture a picture of the station in
the same angle as a picture taken when the station was still active.
Technologically, the learning design was based on the persuasive learning technol-
ogy PLOTMaker, which enables teachers to develop interactive and engaging learn-
ing objects that are executable either on computers or mobile devices. The mobile
GLOs hold particular potential compared to other similar systems, as learning materi-
al is not pushed from servers, but placed on the mobile device and activated at the
appropriate moment. Thereby, learning institutions are enabled to apply mobile learn-
ing material, without having to consider the cost of data streaming.
Observations from Vester Hassing showed that the learning design in general, and
the mobile learning design in particular, motivated the students to engage in the learn-
ing material in a highly collaborative manner. As the student walked between the
different locations in Vester Hassing, they would discuss the material they has just
been presented with, and “translate” it so that it was understood by all members of the
group. Furthermore, the evaluation of the learning experience, showed that the con-
structive approach to learning which forms the pedagogical foundation of the persua-
sive learning design framework (Gram-Hansen, 2012), resulted in all students meet-
ing the intended learning outcomes of the event. Finally, a majority of the students
responded that the learning experience had motivated their interest to learn more
about Danish and local history.
2.6 The material and subject to be mediated
As mentioned above the works of Kaj Munk contain much written material in the
shape of novels, sermons, plays and newspaper articles. Also a number of other
sources for the mediation are relevant: Contemporary photographs, records, discus-
sions of the subjects treated by Munk, extending the scope of Munk by interpreting
his beliefs and implementing them in a post-modern paradigm.
Accepting this means that the challenge of the Munk Case is to mediate a narrative
that is still in the making. This differs from the mere mediation of knowledge and
skill most akin to the general educational systems.
2.7 Complexity indesigned
In the Munk Case it has been a main concern to facilitate an approach to learning
that accepts the luhmanian autopoiesis and self-referentiality of the different subsys-
tems that are intended to make use of the learning tools and strategies of Europlot. In
order for this to be achieved an open strategy has been adopted in the Munk Case
offering ample freedom for the user to utilize the tools in an undetermined logic thus,
conceptually, developing an individual narrative in learning.
Having this focus on the different aspects of complexity in mind a number of tech-
nology enhanced learning applications have been implemented and tested.
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3 Further research
In the course of development and testing in the Munk Case it has become obvious
that cultural mediation and the dissemination of ideas and relevant discussion is aided
by the establishment of multifaceted learning system. This system may consist of
several different applications and tools that may be implemented at the relevant time,
place and manner as suggested in the classic theory of kairos.
Two
3.1 The Conceptual Pond
In the course of the Kaj Munk Case an application was designed for representing
“snapshots” of the reception and understanding of a text, the so-called Conceptual
Pond (Sørensen & Sørensen 2013). The Conceptual Pond has been implemented for
the evaluation of the reception of Kaj Munks writings. So far mainly plays have been
used:
A. Kaj Munk’s play “The Word” in the version of renowned filmmaker
Carl.Th.Dreyer presented to confirmation class students at 13/14 years of age
and
B. Kaj Munk’s play “Love” presented to university students of applied philoso-
phy at Aalborg University.
In case A) the findings of The Conceptual Pond assessment system secured unique
knowledge revealing the reception and intuitive response to an unfamiliar style of
content related to complex existential and metaphysical questions. This is ground-
breaking as such research has not previously been performed for recipients of this
age. It may be argued that the intuitive and interactive assessment design of The Con-
ceptual Pond was of considerable help in A) acquiring the student’s responses and B)
in the process of providing statistical material for further research.
Though The Conceptual Pond offers valuable insights the concept could benefit
from further testing and development – especially in the field of enhancing the intui-
tive interface design and supporting expressions of opinion.
3.2 Immersive Layers Design
In the development of the different learning tools it has become clear that the
learning processes in the Munk Case could benefit from an enhanced categorization
and navigation system for the handling of the complexity of the subject.
The Immersive Layers Design consists of three separate layers in the interface that
function as different portals to a variety of digital learning materials. The three layers
are a geographical layer, a temporal layer, and a conceptual layer. The term immer-
sion is inspired by Murray (Murray 1997), pointing to deeper level of reflection.
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Working with the conceptual approach is inspired by The Conceptual Pond (Søren-
sen & Sørensen 2013). The design is expected to be generalizable and applicable in a
number of technology enhanced learning environments of some similarity with the
Munk Case.
The threefold structure of the Immersive Layers Design is inspired by the rhetori-
cal concept of kairos. Acknowledging three aspects of kairos:
1. The opportune moment: Content is mediated at the contextually appropriate time.
2. The opportune location: Content is presented in suitable (virtual) geographical
surroundings.
3. The opportune manner: Content is mediated through the appropriate technology
(or the omission of technology).
Table 1. Immersive layers overview
Immersive layers
design
Layer 1 Layer 2 Layer 3
Description Geographical Temporal chrono- logical
Conceptual
General properti- es
Visual, maps, pic- tures
Timeline, time shudder
Colour/picture based
Persuasive pro- perties
Explorability, vir- tual locationbased,
reducing level of
abstraction,
Explorability, si- mulation, interac-
tion,
Intuitive access, overview, reduc-
tion, handling of
complexity
Learning value Reducing level of abstraction, acquir-
ing understanding
of geographical
context and real-
life events
Recognizing causal events, exploring
timelines, reference
to world outside
the Munk-universe
Acquiring over- view, supporting
reflection, facilitat-
ing deep access to
knowledge systems,
linking content to
other layers
The Immersive Layers Design needs prototyping and testing for assessing the po-
tential in relation to especially the complex cultural mediation of the Munk Case.
4 Conclusion
In the Kaj Munk Case several applications have been implemented and tested. At
the same time the process has revealed that the complexity of the case seems to re-
quire an equally complex approach to facilitating technology enhanced learning.
Accordingly the different applications related to the Munk case should be under-
stood as parts of a comprehensive digital learning environment facilitating persuasive,
interactive learning in a manner relevant to the complexity og the case.
IWEPLET 2013 Proceedings - Page 51 of 168
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Designs: Aalborg university.
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PLOTLearner for a Corpus of the Hebrew Bible: The Case for Repurposing in Language Learning
Nicolai Winther-Nielsen Fjellhaug International University College Denmark,
Frederiksborggade 1.B.1, DK-1360 Copenhagen K [email protected]
The Lifelong learning project EuroPLOT (www.eplot.eu) has developed a learning
technology called PLOTLearner that applies principles formulated in the theory of
Persuasive Technology. This new persuasive technology uses a text database to drive a new
kind of language learning that focuses on enhancing motivation and enablement through
persuasive principles. It also focuses on repurposing learning objects in a persuasive
context. The database is the corpus of the Hebrew Bible from the Eep Talstra Centre for
Bible and Computer at the Vrije Universiteit in Amsterdam. The interface to this learning
technology and the content and structure of learning objects were tested in Gothenburg and
Copenhagen and then repurposed as a sustainable technology in Madagascar. The Hebrew
test case demonstrates how the technology scales persuasively from small test groups to
500 students in a situation where a national institution in Africa sought to apply the
technology in a way that complies with the Bologna process.
Keywords: Learning technology, Design for sustainable language learning. Corpus-driven
language learning, Hebrew Bible database. Madagascar.
1 Introduction EuroPLOT develops Persuasive Learning Objects and Technologies, or PLOTs for short, for
reuse and repurposing in several learning contexts of language, culture, environment, and
business IT. This case study for language learning uses the corpus of the Hebrew Bible in a
persuasive technology called PLOTLearner to demonstrate transnational repurposing for
tertiary students at the university in Gothenburg and at a college in Copenhagen and then scaling
up to vocational and tertiary learners in Madagascar.
Implementing learning technology in Madagascar is a challenge because it ranks as one of the
poorest countries in the world, and the use of computers is not common. Nevertheless, focus
interviews fortunately indicated how motivational this learning technology is, as in the
following excerpt of an interview with a teacher training to repurpose the technology for his
own teaching:
When we have PLOT Learner, it is like as we have seen a light, because it is very
clear how to teach Hebrew with PLOT Learner. Also, the way to persuade the
students to learn Hebrew through using the computer is very interesting. In the area
where we are, 70% of the students have never used a computer. But PLOTLearner
has helped them … learn how to use a computer, and they are motivated to do so in
order not stay computer-illiterate. The lessons in the PLOT Learner are very simple
and organized. They didn’t like Hebrew classes before, and many students gave up.
But now they compete in doing exercises with the software. (Pastor
TSANGAMILA Fils, Hebrew teacher from STPL Vangaindrano,
http://bh.3bmoodle.dk/mod/resource/view.php?id=221, 1:40-4:44.).
This paper will discuss the implementation of persuasive learning technology and especially
focus on the goal of the project to effectively use “principles for designing technologies that
IWEPLET 2013 Proceedings - Page 53 of 168
change behaviour or attitude, for example, by using fun, simulation, competition, cooperation,
or peer influence” (www.eplot.eu). After an introduction to the history and vision of the case
for Hebrew language learning, the presentation explains results from the initial pilot testing of
the tool for Hebrew in Gothenburg and the creation of content for classroom teaching in
Copenhagen. The main focus is to explain how the scaling up for Madagascar has succeeded in
repurposing the technology and training facilitators who will teach some 500 students annually.
This is followed by a section explaining how data was collected.
2 PLOTLearner - technology for a corpus of the Hebrew Bible The EuroPLOT application in 2010 formulated the novel idea that a database application
PLOTLearner could turn a linguistic corpus like the Hebrew Bible into a pedagogical tutor of
the learner. Using the core concepts of reusable and repurposable learning objects, the project
envisioned effective learning through interactive and pedagogical engagement with digital
learning objects generated by the Hebrew texts. Learners would gradually be persuaded to
improve their learning attitudes and activities, while being gently guided by the technology to
learn from the texts and practice language skills.
The story that informs this novel idea began with experimental use of technology in the Hebrew
classroom back in 2003 (Winther-Nielsen 2011). In the classroom there were good results with
a simple program, Paradigms Master Pro (http://paradigmsmasterpro.com/), which generated quizzes
on nouns, verbs, suffixes, and prepositions. Not only did drills help students learn much faster
and often with fun in competition, but some would even develop an ability to recognize
structure in a fashion similar to a parser. Students in this classroom would use text, grammar,
and dictionary resources produced by the commercial Bible software company Logos
(https://www.logos.com/). Among those resources was a rich linguistic database of the Hebrew
Bible developed since 1977 by the Werkgroep Informatica at the Vrije Universiteit in
Amsterdam (WIVU, now renamed as the Eep Talstra Centre for Bible and Computer).
This data is stored in an Emdros datatabase management system (www.emdros.org). The
principles embedded in this database were developed by Ulrik Sandborg-Petersen (2011) of
Aalborg University into a database for storage and retrieval of data from text databases. This
database system was in turn used for linguistic projects on Role and Reference Grammar, and
it led Winther-Nielsen (2011) to formulate the vision that the linguistic corpus of Biblical
Hebrew could be used for persuasive language learning. From 2008 we experimented with
combining the effects of drills observed in the classroom with database technology. Then in
2010 Claus Tøndering wrote and released the Windows application 3ET, short for Ezer Emdros-
based Exercise Tool, which generated quizzes from the Hebrew corpus. The next step was to
develop the idea of a PLOTLearner, which would add persuasive learning functions to 3ET in
the way described in Winther-Nielsen (submitted; ms b) and Skovenborg (2011).
EuroPLOT disseminates PLOTLearner for open global educational use in Hebrew language
learning. The leading publisher of academic editions of the Hebrew Bible, the German Bible
Society in Stuttgart, has granted EuroPLOT a license to offer 20 % of the Hebrew database for
free. Therefore, there are no obstacles to widespread distribution of PLOTLearner due to cost
or quality of content. The challenge of the project is rather to substantiate the claim that this
new approach to Hebrew language learning is superior to other alternatives, which is the aim
for this discussion of PLOTLearner in terms of pilot testing, scaling and solid statistical data.
3 Piloting PLOTLearner in Gothenburg and Copenhagen
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PLOTLearner has from the outset been developed through participatory design focusing on
feedback from user experience.
The first main prototype of the Windows program, PLOTLearner 1, was released in October
2012 and had enhanced support for transliteration and user-friendly presentation of exercises.
This version was tested by 6 students of EuroPLOT associate partner Nava Bergman from
Gothenburg University in February 2012 through quantitative surveys. She invited some of her
former Hebrew students to participate. 9 students began the test. 6 students completed it
(Winther-Nielsen 2012). Even if this group was small and not randomly selected, it served well
as a heuristic pilot testing group. Participants were asked to answer a pre-test questionnaire,
then test the tool for 10 hours before doing a post-test questionnaire. The evaluation measured
the attitudes of the respondents, supplemented by optional comments.
This evaluation focused on the exercise support of the program, which got the highest scores
along with training of morphology. While respondents noted insufficient learning content, they
clearly sensed the persuasive effect of the program. Among the helpful responses received were:
it is brilliant to do text-based exercises; it is very helpful to have a virtual keyboard for typing
Hebrew; it is very useful to have access to mouse-over popup information from the database.
Crucially, 3 students found PLOTLearner clearly motivational, and only one disagreed.
Respondents pointed out that the program was fun to use, increased desire to practice, and was
effective when one got used to the tool and to learning at their own pace and at any time they
liked.
However, this test group knew Hebrew and did not need a tool for beginners and therefore did
not want to participate in further testing. Furthermore, the university discontinued teaching of
Biblical Hebrew, and therefore Bergman could not scale up to the planned 40 students for the
final test. Currently teaching assistant Christian Højgaard is using EuroPLOT’s PLOTMaker to
repurpose learning objects for the textbook of Bergman (2005), and hopefully this will attract
students eventually.
Two students in Copenhagen participated in Think-Aloud Observations recorded on video in
March. The protocols and recordings confirmed the positive evaluation from Sweden. Direct
observation in a controlled environment enabled tracking of persuasive learning and the
observer could gently guide the informant towards issues of interest (Rogers et al 2011: 256).
The second prototype, PLOTLearner 2, was developed into a simulation of a corpus-driven
study of the Hebrew text and supported learner-friendly interaction. This version was released
July 26, 2012. During the Autumn of 2012 EuroPLOT produced and tested 12 sessions for
introductory teaching of Biblical Hebrew (http://bh.3bmoodle.dk/course/view.php?id=2 (login
as quest)). The reporting on the tests results from this prototype is still in progress (Winther-
Nielsen ms a).
The aim of this phase of the EuroPLOT project was to produce teaching material for
experimentation with Hebrew language teaching as blended learning and to test persuasive
learning objects. The 12 sessions were tested during the first two-and-a-half weeks of an 80-
lessons-long course on Biblical Hebrew given at Fjellhaug International University College
Denmark, a campus accredited by a Norwegian college. It was therefore possible to test the use
of PLOTLearner by 5 students over a period of four months until their final exam.
Exercises and learning material was delivered in Moodle. The students primarily used short
videos introducing grammatical topics as well as one-page pdf-sheets with condensed
overviews on these topics. All material could be accessed through a text in PLOTLearner
describing the exercise. Class sessions were recorded in Camtasia screen capture, and Skovgård
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(2012) analyzed the relation between teaching and outcomes achieved in PLOTLearner, while
Gottschalk (2012) explored the users’ interest in support for collaboration.
Unfortunately, EuroPLOT had no clear immediate positive influence on the final exam
performance for these students. They did not do as well as was expected in the language exam,
although they performed well in translation. Their eventual performance was good: half a year
later they all got A and B levels in a subsequent course on interpretation of texts from the
Hebrew Bible. The lesson from this experience is that learners must be tested in accordance
with the skills PLOTLearner builds in acquisition of morphology, vocabulary, and translation.
In an ideal world the often superfluous final exam should be replaced by regular or at least
weekly self-directed tests for documentation of individual progress. This can develop skills
during a learning process in line with the new learning promoted by the European Union.
Our most important conclusion from this pilot evaluation of the two prototypes and the
participatory development of learning content is that PLOTLearner integrates well into a
classroom with blended learning, supporting skill acquisition in morphology, vocabulary, and
translation. However, facilitators of PLOTLearner must repurpose learning material to match
grading requirements, if they cannot change evaluation and testing mechanisms to match and
support learning as a process.
4 Malagassy education and teacher training Due to the discontinuation of Bergman’s teaching of Biblical Hebrew at Gothenburg
University, EuroPLOT has only had the opportunity to scale PLOTLearner for its final pilot
testing in Madagascar in the first quarter of 2013.
The technology is implemented to change the teaching of the Hebrew Bible in an entire
educational system for vocational training of pastors in the Malagasy Lutheran Church. This
church has an estimated 3.2 million members and urgent needs for an increase in educational
capacity. Many pastors in rural areas serve more than 10 churches, covering a large
geographical area with poor infrastructure, and the churches are growing fast. An average of
400 students are enrolled in a 4 year pastors’ training program at six rural pastoral training
schools, and close to 100 students in a 3 year program at the Lutheran Graduate School of
Theology, or in short SALT, which is involved in EuroPLOT as an associate partner.
The Malagasy representative of the EuroPLOT associate partner, Dean of SALT, Dr Lotera
Fabien, wanted PLOTLearner to enable students training at the vocational STPL schools to
qualify for admission in the advanced bachelor education at SALT. After two years of study at
the STPL, they apply for finishing the last two years of their four-year Bachelor’s program and
a three-year Master’s program at SALT. Many of these candidates will get teaching jobs while
others will go into administration or become lead pastors. This is part of the plan to upgrade
education under the Bologne process. EuroPLOT will provide the new kind of learning in
demand locally.
On behalf of EuroPLOT, teaching assistant Andrianotahina Naivoson Hery directed the testing
of PLOTLearner 1 with a group of 15 students beginning January 2012. From September to
November 2012 he installed PLOTLearner 2 at each STPL in order to help Hebrew teachers to
get a first personal experience with the technology. The fieldwork for pilot testing of
PLOTlearner by this author was scheduled from January to March 2013.
The first job was to enhance the professional training for 5 out of 6 teachers of Hebrew at the
rural STPL schools. They both needed to learn more Hebrew from the 12 EuroPLOT sessions
and more advanced content. They also needed to learn how to run tests in PLOTLearner and
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provide documentation of skills of their students. The challenge was to transform teaching
experience documented in the classroom in Copenhagen into a contextualized training for a
new facilitator role scaled to the needs in Madagascar. This teacher training was carried out in
an intensive 8-day-long introductory course on PLOTLearner in January 2013. Six weeks later,
after the 5 Hebrew teachers had experimented with self-directed learning, they returned for a
final course week. In this phase, Malagasy teaching assistants gathered invaluable feedback in
questionnaires and video recorded interviews.
Repurposing of educational material in Madagascar has to adjust to a situation without fast and
affordable internet access. Delivery in Moodle is impossible, but one-page pdf-sheets with
condensed grammar work well. All resources were now built around a Word97-2003 document
integrating hyperlinks to PLOTLearner, videos, and pdf documents. Teaching assistant Tiana
Andriamapandry (2013) used the 12 EuroPLOT sessions and existing material and repurposed
it all into Malagasy for the first pdf-edition of Boky Voalohany. This teaching grammar
integrates with PLOTLearner and will be used and tested at the STPLs and further developed
in response to Malagasy learner feedback.
The fieldwork included an evaluation of the learning environment in which the new
PLOTLearner was going to be used. It came as an unpleasant surprise that some 400 students
at 6 STPLs only had access to 2 computers! We estimated that basic needs could be covered if
they had 1 computer per 10 students. Thanks to donations to the amount of 3500 Euros, the
project can now distribute 40 second-hand, well-functioning Windows computers and 6 laptops.
This will provide access to learning content via USB-keys, but it will also promote collaborative
learning in groups and pairs.
For this new leaning environment we explored a new approach that would foster self-directed
learning, overcome one-way communication, and demotivate copying from the blackboard.
These teachers are now contextualizing learning as a bonded fellowship, inspired by the local
culture’s core concept of collaboration across age groups, known as fihavanana (Dahl
1998:139-143). This kind of networking and collaboration does not only apply to the extended
family, but can be used for any relationship based on respect, care, mutual favours, and trust,
which can form the core for a new kind of Malagassy learning 2.0.
In a report from STPL Atsimoniavoko on June 19 2013, Hebrew teacher A. Pascal
Ramahafadrahona describes how he has formed small groups for both his Hebrew classes, 19
groups for the junior class of 80 students and 5 groups for the senior class of 40 students. Even
if some students are shy or resist collaboration, the majority of the students help each other,
competing as a group and making good progress. He used the tool for the final Hebrew exam
at his school, working for an entire week to complete the exams on a few laptops borrowed
from students and friends in the nearest city. This teacher repurposed exercises from
PLOTLearner for the final test, and forwarded examples show impressive results from these
students.
In this way local teachers are now repurposing the technology into a truly sustainable learner-
centered PLOTLearner Fihavanana learning environment. It will work without unaffordable
textbooks from the West and it will support effective learning in the learners’ mother-tongue.
EuroPLOT’s persuasive technology is thus already being implemented for teaching of 500
students annually at the end of the project in October 2013. The feedback from evaluations
testifies to students having fun, completing their learning, and engaging in collaborative
learning.
The intensive teacher training course gave invaluable data on the persuasive force of
PLOTLearner for facilitators in a global setting. Whereas before students barely learned to read
the Hebrew text, students can now practice language learning skills in morphology, vocabulary,
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and translation, and teachers and their assistants can easily repurpose the technology to local
demands. It enhances new persuasive learning 2.0 for sustainable effect.
5 Statistical data on learner progress The claims for persuasive technology made so far do not stand alone, because the deployment
of PLOTLearner in the Hebrew case study has focused on gathering solid statistical data on the
persuasive effect of this new learning technology. The evaluation of the technology and the
learning content in pilot groups and in a full scale implementation in Madagascar has provided
learner data as evidence on how technology can motivate learners to track their own progress
and improve their own learning journey. This illustrates also how teachers are able to survey
the progress of students and facilitate students in their learning project and improve the learning
outcomes for students.
Figure 1. The graphical and statistical displays of test results in PLOTLearner
PLOTLearner provides feedback on persuasive effect in learning outcome by displaying
statistics on learner performance. The evaluation has so far been based on the “Complete local
report”, which is shown in the right hand side of Figure 1, and the “Exercise graph” in the left
hand side of the figure (See Tøndering 2012: http://www.ezer.dk/3ETusersguide/PL-
2.0.1/en/statistics.php). These statistics files were used for manually gathering data on student
performance related to duration of exercise, seconds elapsed per right answer, and how many
right and wrong answers.
On February 8, 2013, a two-week course on the 12 sessions on introductory Hebrew was
concluded with a 15 minute long test for 79 students at SALT. This test has 104 questions in
four exercises covering the first five verses of Genesis chapter 1. In figure 2, the light blue
graph from the left lower corner starts at the 3 seconds per right answer (S/R Feb) for the best
student in this test. This graph slowly rises up to 30 seconds per right answer for the first 53
students, and then jumps steeply upwards, and 21 students, or every fourth student, failed to
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complete the test. The red line also begins in the lower left corner at the 2 wrong answers (Wrg
Feb) for the best student. The variation in this curve on wrong answers illustrates that the second
per right value is not a perfect indication of best student score because some learners are fast
but sloppy and make many mistakes, while the best learners will be both fast and accurate.
Figure 2: Results from Tests at SALT in February and July.
A series of experimentations with learner statistics therefore made us change the calculation of
language proficiency when we had the Malagasy teaching assistants gather data for the same
test a second time by the end of the school year in July. We still gather the second per right
value (S/R July) illustrated by the green graph which now is a more or less flat curve ranging
from 3.19 to 7.32 seconds for 73 students out of 78 participants. These students had clearly
learned to master PLOTLearner during the intervening 5 month of practice before the second
test. We now used a new calculation of the average between right and wrong answers which
has been introduced for the Learning Journey Online (Gottschalk and Winther-Nielsen ms).
The average of the right answers is multiplied by three, and therefore this value begins with a
high value of 38 points for the 13 best learners who had no mistakes at all in this test. 66
students had values over 33 point which is equal to 17 mistakes and the cline only falls for the
last 12 students in this test ending at 26 wrong answers for the poorest student.
This data illustrates the progress among a statistically valid population, but it does not cover an
advanced knowledge of Hebrew. However, our experiments with data gathering not only proves
that we now have a very stable system, but also that we will be able to provide persuasive
feedback and self-monitoring as we continue to develop this kind of corpus-driven learning. In
our typical courses students would do this 15 minutes test after 12 sessions. A learner would
then prepare for a one-hour test on exercises generated by the corpus of Genesis 1-3, testing
knowledge on nouns for 10 minutes, verbs for 15 minutes, vocabulary for 10 minutes, and
translation for 20 minutes. After these first 30 or so sessions on introductory Hebrew, a learner
can pick any text and continue to explore and practice skills.
7 Conclusion
The presentation of the case for persuasive learning of Hebrew has focused on how learners
and facilitators can use PLOTLearner for motivation and enablement. The first step was to
explain how the technology was developed through pilot testing and improved in agile
programming. In the next step we summarized repurposing as open and sustainable technology
in Madagascar. The final step introduced our methods for gathering of statistical data that
corroborate our claim that this technology is effective for language learning.
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From the pilot testing in Gothenburg we realized how important it is that persuasive technology
is user-friendly in its integration of learning content. The main result from Copenhagen is that
corpus-generated practice and feedback works in blended learning, but it must match the
requirements in the final exam. From scaling up to Madagascar we are able to plot
PLOTLearner’s potential for repurposing learning to an education by training teaching
assistants who will repurpose resources to the local culture. Finally, the statistical data on
learner progress and performance are helpful for tests and for monitoring of student progress.
This Hebrew case study presents a strong case for persuasive language learning driven by a
text-database and it could work for any text and any language.
Acknowledgement The EuroPLOT project was funded by the Education, Audiovisual and Culture Executive
Agency (EACEA) of the European Commission through the Livelong Learning Program with
grant #511633. I would like to thank Claus Tøndering and other partners, teaching assistants
and students mentioned in this paper. Randall Tan helped with language editing.
References
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Gottschalk, J. (2012). The Persuasive Tutor: a BDI Teaching Agent with Role and Reference Grammar
Language Interface. ITB Journal, 23, 31-51.
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Fertilization. In W. T. van Peursen & J. W. Dyk (Eds.), Tradition and Innovation in Biblical Interpretation.
Studies Presented to Professor Eep Talstra on the Occasion of his Sixty-Fifth Birthday (pp. 261-276). Leiden:
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Skovenborg, D. L. (2011). A new PLOT for Biblical Hebrew learning. Master Thesis, Aalborg University.
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20for%20Biblical%20Hebrew%20learning.pdf.
Skovgård, M. G. (2012). Læring med PLOTLearner- Et bud på en ny måde at undervise i døde sprog. Project
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Winther-Nielsen, N. (2011). Persuasive Hebrew Exercises: The Wit of Technology-Enhanced Language Learning.
In W. T. van Peursen & J. W. Dyk (Eds.), Tradition and Innovation in Biblical Interpretation. Studies
Presented to Professor Eep Talstra on the Occasion of his Sixty-Fifth Birthday (pp. 277-298). Leiden: Brill
Winther-Nielsen, N. (2012). Evaluation of PLOTLearner 1. Deliverable for EuroPLOT (available at
http://bh.3bmoodle.dk/mod/resource/view.php?id=113 Login as guest) Winther-Nielsen, N. (submitted). The Corpus as Tutor: Data-driven Persuasive Language Learning. Submitted to
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Winther-Nielsen, N. (Ed.) (ms a). Evaluation of PLOTLearner 2. Deliverable for EuroPLOT. Draft in progress.
Winther-Nielsen, N. (ms b). PLOTLearner as Persuasive Technology: Tool, Simulation and Virtual World for
Language Learning. Submitted to IWEPLET 2013.
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Designing The Persuasive Learning Experience
Erich Herber
Danube University Krems, Krems, Austria
While the persuasive strength of a digital learning object will vary from learner to learner
or from learning setting to learning setting, there are persuasive design strategies that are
likely to apply to a larger number of educational settings. This paper discusses some of
these design strategies and attempts (from the viewpoint of persuasive learning) as well
as design considerations that shall help designers of digital learning objects to develop
high-quality persuasive learning designs for their audiences.
The objective of this paper is to present key findings of research that has been made in
EuroPLOT, a 3-years LLP project, as well as to propose overall design recommendations
for persuasive learning objects. We are aiming at the involvement of persuasive strength
as a new principle when designing digital learning objects.
Keywords: Learning Design, Persuasive Design, Persuasive Learning, Evaluation
Introduction
This is a paper resulting from the evaluation of the EuroPLOT project and explores the
interrelations of the two disciplines learning design and persuasive design. It is based on
research undertaken among a sample of learners in four pilot projects of different educational
areas. The aim of this particular study was to gather evidence in relation to the following key
question: How should persuasive learning experiences be designed?
We started to elaborate on this question by approaching the user of learning objects as a
multiple character: The user is a learner (aspects of learning design) but also a user who
interacts with an interactive learning system (aspects of usability design) and responds to
emotional encouragement and involvement (persuasive abilities of design) throughout the
process of learning. We are aiming at the involvement of persuasive strength as a new
principle when designing and/or evaluating digital learning objects. We want to extend the
current practice of learning designs by focusing not only on cognitive but also on persuasive
considerations that relate to learning. Our approach goes beyond the functional usability
paradigm of learning design and proposes persuasiveness as a new type of measurement.
Methodology The underlying study of our paper was both quantitative and qualitative in approach and a
mixture of focus group discussions and online surveys was used. The first stage of this was a
series of in-depth discussions with learners who had worked with persuasive learning objects
that designers of the project developed. In addition to these discussions, an analysis of data
from an online questionnaire was conducted to gather further information about provision
across the three different contextual sectors in the study. Also a review of prior studies in the
disciplines of usability design, learning design and persuasive design was conducted to
identify complementary design strategies. With respect to the later, we particularly looked at
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Persuasive Design as a design strategy that enables designers of learning objects to respond
more flexibly to motivational and effective needs of learners (Fogg 2003).
Key Findings In practice, there is a positive attitude towards the overall appearance and instructional
approach of the developed learning objects across all disciplines. The instructional designs of
the piloted learning objects were felt (by the learners) to be both creative and comprehensible,
with a high level of concern for active learner engagement and motivation. Constructive
alignment has been found to be a key principle for which learners perceived learning objects
as beneficial for their learning. However they expressed a need for more self-reflective forms
of learning and more elaborated interactive content. Particularly challenging learning
experiences with explorative learning activities were considered to be highly useful for their
learning, as well as more established components such as quizzes, progress control and step-
by-step guidance.
Both learners and designers of the EuroPLOT pilot projects generated debates about the
complexity of learning resources and the appropriate level of detail that was necessary to
present new concepts or ideas. They all agreed that there is a fine line between a too narrow
and a too broad presentation of details. Learners from the Higher Education sector (e.g. the
Hebrew learning case) critically questioned some of the exercises of the piloted learning
resources in the light of different curriculum expectation levels (e.g. between beginners or
advanced learners, lower or higher-grade levels) whereas learners from the Vocational
Education sector rather felt persuaded when learning activities would prepare them
sufficiently for practical work situations and related to practical contexts (e.g. in the Exposure
scenario case). Instructional design strategies that set value more on a learner specific
customization and/or reduction of the digital learning content will potentially lead to
contribute to the point of persuasion (see ‘Tailoring’ and ‘Reduction’ by Fogg 2003).
The most consistent lack across all the three disciplines was identified with respect to an
absence of self-monitoring activities as well as little stimulation towards immersion (see ‘Self-
Monitoring’ and ‘Suggestion’ by Fogg 2003). Some learners also expressed concerns about
the specific practices and relevancy of how feedback and response needs to be provided in the
digital learning experience. In fact, not all learners were aware of the entire range of
possibilities that the feedback options of the learning resources offered them to enhance their
learning. Hence, important educational and/or motivational effects have been lost. In some
cases, if feedback was of less immediate concern to a learner’s own attitudes or concern, the
feedback was not raised as utterly motivational or it was even ignored as such.
A key aspect of the designers’ role in the whole learning experience is about negotiating
commitments to learning as well as about assuming the positions and learning preferences of
the targeted learners in advance. Typical questions that designers with an attempt to
persuasive learning strategies should think about are: “Who are the learners and what is their
current opinion on the taught issue?”, “What might be the motivation or purpose for their
opinion or attitude?” or “What arguments or pedagogical strategies are most likely to
persuade them?” Despite the fact that knowing the audience is one of the key qualities of the
expert learning designer, designers should be clear of the fact that they will not be able to
persuade every single audience member with their learning designs!
While the persuasive tactics of learning designs will vary from occasion to occasion, there are
tactics that are most likely to apply to a larger number of learning scenarios or settings. The
following list presents a set of persuasive design consideration that may help designers to
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embed persuasive tactics in their learning designs. These tactics (which are only exemplary at
this point) will go beyond common instructional design guidelines, but do not necessarily
compete with them:
Attention. The first impression is important! The opening of learning objects therefore is a
significant and opportune moment to capture attention of learners and/or to shape their
opinion. Contradictory statements, questions or humor can increase attention quite easily.
Time. Learners do not have time to waste with irrelevant details, clicks or links. If
designers wait too long with explaining and/or demonstrating key issues and concepts, or if
they are too importunate with too much repetition and immersion, the learning object can
lose people’s attention as well as their credibility.
Detail. The designer of persuasive learning content should make sure that the main points
are concise, clear and presented to the level of detail that is relevant to achieve the targeted
learning outcomes.
Efficiency. Smaller and less time consuming learning activities will make the performance
of a learning object more practicable and motivating for learners than complex learning
paths. The higher the complexity of a learning activity, the more time learners will have to
invest to work efficiently through the learning experience.
Reinforcement. Concluding statements or reflective tasks at the end of a learning object
(e.g. quizzes), or at a crucial point during the learning experience, can help to repeat core
concepts or positions without too much of redundancy or force.
Simplicity. Designers should make sure that interactive tasks do not require too much time
or efforts from the learner. Otherwise they may lose their attention, or distraction may
occur. When learners lose attention they are not likely to be persuaded.
Guidance. Designers of learning objects should also give unambiguous and specific
instructions of what learners are asked to do.
Benefits. When new opinions or positions are explained in the learning object, the benefits
and motivation of the position should be clear to the learner. From the designer’s point of
view, the benefits that are given should respond to the very position of the targeted
learners, their contexts, beliefs or attitudes.
Flexibility. Didactic flexibility and diversification is the best tactic of designers to make
that action request. If the target learner hesitates to accept a targeted learning activity, the
learning object should offer an alternative activity (for example a less complex task, a
different didactic approach, or a new learning journey).
Feedback. Learners like to know if their actions have made a positive difference. They
should be informed of the consequences of their commitment and/or action. Even if the
intention of the feedback is not primarily intended to motivate learners, this is how the
feedback is usually perceived by the learner.
Commitment. Any kind of committed action (e.g. accepting a button to start a learning
activity or to confirm or disagree with an opinion) will lead to attention and active
engagement in the learning experience, and potentially result in higher persuasion. Instructional designs that consider either of these tactics are more likely to answer to a high
persuasive design attempt of a designer. However, designers must understand that persuasive
learning objects are not persuasive simply for the fact that they embed persuasive strategies or
apply persuasive design principles (Fogg 2003). A core aspect of persuasive learning design is
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the building on the interests of learners. Persuasive learning design is expected to clearly
identify benefits with the greatest appeal to the users of the learning objects. Designers are
requested to respond to them most flexibly for the purpose of persuasion when developing the
learning content. Also rethinking the channels and methodologies of self-regulated learning as
well as increased learner involvement in the learning experience will respond to the specific
demands of persuasive learning design.
With no doubt, learning motivation and attitudes are likely to benefit if flexible, personalised
and learner-centred learning strategies are embedded in learning designs. Some learners
stressed the fact that they benefited from the digital learning objects (as a complementary
learning resource for their face-to-face teaching units) because they were able to deepen their
knowledge and experience in a more explorative from, particularly when they studied new
and/or more complex concepts. The learning activities helped them to see new aspects of a
topic (or to reflect more thoroughly on them), or even lead to discover misconceptions. It was
obvious that particularly the interactive aspects of self-regulated learning had an impact on
learners’ motivation to learn as well as that different forms of interactive learning enhanced
their attraction and interest in the whole learning experience.
As regards the content and the intended learning experience of a persuasive design attempt,
the following characteristics were identified as a result of the different design considerations
that were raised in discussions with learners, designers as well as literature reviews (see Table
1).
Table 1. Evidence of Persuasive Learning Designs
Designing the Persuasive
Learning Content
Designing the Persuasive
Learning Experience
The content offers benefits or rewards
to the intended audience.
The content offers prompt, constructive
and personalised feedback.
The content suggests that a learning
benefit is particularly valuable or
scarce.
The content is mediated at the
contextually appropriate time.
The content appeals to the norms and/or
learning preferences of the learners.
Key concepts of the content are
repeated without too much force to support reasoning or to gain attention.
The content refers to other, more
complex material (on request).
The content is mediated through
appropriate technology, for example
interactive and explorative tasks.
Content is delivered in an interactive
and self-controlled learning pace.
The learning experience is consistent with
previous beliefs, actions or expectations of the
audience.
The learning experience has a time limit and/or
deadline associated with the experience.
Learners actively engage in the learning
experience and have autonomy on how to
complete learning activities.
The design elements, language, formatting,
appearance, and functionality are used in a
consistent form.
The design is simplified and sticks to basic
principles of aesthetics.
Learning activities enhance the self-reflective
skills of learners.
Feedback and control is part of the learning
experience, not just summative.
Feedback is particularly useful for behavior
that the learner can change.
The learning object strengthens visual
relationships between concepts and beliefs.
Concluding points
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We assume that some of these principles may be more prominent than others when it comes
to develop persuasive learning designs, however, they are all considered important. Learners
emphasized the effects of a flexible design approach and identified a need to encourage
teachers and designers to use new media and differentiated learning scenarios for their
teaching. It is particularly interesting, however, that the overall types of activities that the
different pilot projects realised were quite similar, not least due to the same technologies
(PLOTMaker and PLOTLearner) that were used for their development.
It can be assumed that the different sets of learning designs and/or learning objects that they
had tested have been highly valuable for their learning and motivational throughout their
learning experience. The strategy of learning designers for the future should be to allow for
sufficient time during the learning experience to achieve persuasion.
Acknowledgements The EuroPLOT project was funded by the Education, Audiovisual and Culture Executive
Agency (EACEA) of the European Commission through the Lifelong Learning Program with
grant #511633.
References
Biggs, J.B. and Collis, K.F. (1982) Evaluating the quality of learning: the SOLO Taxonomy. Academic Press:
New York.
Boyle T. (2008). The design and development of learning objects for pedagogical impact. In Lockyer, l.,
Bennett, S. Agostinho S. and Harper B. (Eds) The Handbook of Research on Learning Design and Learning
Objects: issues, applications and technologies.
EuroPLOT (2010). Persuasive Learning Objects and Technologies. http://www.eplot.eu/
Fogg, B. J (2003). Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann Publishers.
Krauss, F., & Ally, M. (2005). A study of the design and evaluation of a learning object and implications for
content development. Interdisciplinary Journal of Knowledge and Learning Objects, 1 1-22.
IWEPLET 2013 Proceedings - Page 65 of 168
Persuasive Design
The concept of persuasive design has many aspects to be considered. Four research papers address
some of these aspects. Gram-Hansen asks the question if persuasive design is a matter of context
adaptation. Torning has investigated the persuasive design of learning experiences. Grund-Sørensen
has developed a multi-modal interface for cultural exploration, and Wiafe has postulated a unified
framework for analysis, design and evaluation of persuasive technologies.
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Persuasive Design – A Matter of Context Adaptation?
Sandra Burri Gram-Hansen Department of Communication and Psychology
Aalborg University
Abstract: Within the field of Persuasive Technology it is widely acknowledged that
successful persuasion is dependent on timing and the ability to act within the opportune
moment known as Kairos. Kairos constitutes the link between the opportune moment and the
appropriate action, all in consideration of the specific context. This paper argues that the
claim of persuasive design may not be the ability to change the user’s attitude or behaviour
towards a given subject, but rather on the ability to create designs, which adapt the context in
a way, which facilitates the ability to act within the opportune moment.
Keywords: Persuasive Design, Kairos, Context, Context Adaptation, Context
Awareness
Introduction
Based on findings within and beyond the EU funded e-PLOT project, this paper argues
towards a wider and more nuanced understanding of Persuasive Design (PD). Methodological
and theoretical research within the field of Persuasive Technology (PT) has so far primarily
focused on a further development and deeper understanding of a list of design principles
argued to hold persuasive potential(Fogg, 1998). However, once applied within more
established research fields such as Technology Enhanced Learning (TEL), Information
Architecture (IA) and Digital Mediation of Cultural Heritage (DMCH), these design
principles appear to be already widely applied. This lack of originality challenges the unique
claim of PD, and gives reason to look beyond specific design principles in order to clarify the
potential of PD in relation to existing HCI areas. This paper suggests that the claim of PD
may more reasonably be based on a wider understanding of the rhetorical notion of Kairos
(Hansen, 2009), and more specifically the acknowledgement that in order for any technology
to hold persuasive potential, there must be an appropriate and adaptive balance between the
technology and the context in which is applied.
As our acceptance of technology has increased, so has the influencing potential of these
devices. Amongst the newly established perspectives on technology application, which are
being explored is the notion of applying interactive computer technologies when intentionally
changing the attitude or behaviour of users. Most often, this approach to technology is
referred to as persuasive or motivational design. The definition of Persuasive Technologies
includes all types of interactive computer technologies designed with the intent to change
attitudes and behaviour, however location based and context aware technologies are credited
as holding a particular persuasive potential.
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PD is most often described in continuance of work originally presented by Stanford
University researcher, BJ Fogg, who in 1998 introduced the notion of PT, and in 2003
published the first book on the subject (Fogg, 1998, 2003). Approaching the notion of
computers as persuaders from a social psychology perspective, Fogg suggests that computers
hold a particularly strong potential to change the attitudes and behaviours of the users, but
emphasizes that the designer cannot rely on coercion or deception when influencing the user.
As such, Fogg defines a specific perspective on interactive computer technologies, which
distinguishes itself from e.g. marketing technologies or technologies that somehow mislead
the users. By this definition, Fogg not only highlights an important link between PT and
classical rhetoric, he also emphasizes that ethical reflections must play a central role in
relation to this particular type of interactive technology.
Persuasive Design – Potential and limitations
The acknowledgement that designers are able to greatly influence the way a given situation is
perceived by the user, has encouraged researchers to explore and develop theoretical,
methodological and practical aspects of applying computers as persuaders. In particular, much
attention has been directed towards one aspect of Fogg’s research, known as The Functional
Triad. The triad constitutes a categorized framework in which Fogg has identified three
different psychological roles in which a persuasive technology may function, namely:
Tool (Technologies which ease the intended behaviour)
Media (Technologies which enable users to explore and experience the consequences
of given actions)
Social Actor (Technologies which provide social support)
Fogg refers to the functional triad as a framework for evaluating and understanding the user’s
experience of applying a technology, and it is suggested that the reflections regarding the
psychological role of the technology may be useful to researchers as they explore the notion
of persuasive technologies further. Furthermore, the functional triad is argued to be of value
to designers, as an inspiration to those who aim to develop persuasive technologies.
For each of the roles in the triad, Fogg lists a number of persuasive principles, which –
through analysis of a large variety of persuasive technologies - he identifies as system design
commonalities. In spite that these principles have been identified and categorized through
careful exploration of already existing technologies (and as such do not constitute novel
design solutions), they have become one of the primary points of interest for researchers who
have sought to further develop Fogg’s work.
Most renowned within the PT research community, is the Persuasive System Design model
(PSD), which was introduced by Oinas-Kukkonen and Harjumaa in the acknowledgement that
the functional triad lacked a design oriented perspective. The PSD model presents a
categorization of the persuasive principles of the functional triad, which establishes a link
between these principles and well-known features of requirement specifications, thereby
making the categories more apprehensible for system developers. (Oinas-Kukkonen, 2008).
Other principle based research approaches include, mapping the principles to areas such as
classical rhetoric and information architecture (Lykke, 2009; Pertou & Iversen, 2009), and
IWEPLET 2013 Proceedings - Page 72 of 168
investigating and formulating individual principles and triad related perspectives, such as
credibility, praise and rewards (Bertelsen & Schärfe, 2010) (Anne Gerdes and Øhrstrøm,
2011).
Each of the theoretical and practical approaches to the further development of the PT
framework constitutes important perspectives in relation to establishing a deeper
understanding of the potential of PT. However, the focus on formalising the PD principles
also comprises a significant challenge once these theories and methods are applied within
other research areas. As the design principles have originally been identified through analysis
of already existing technologies, they themselves do not contribute with new approaches to
design. As a result, the unique claim and novelty of PT is questioned when the framework is
applied within more established research areas.
Persuasive or simply enhanced?
Several researchers have addressed the challenges related to Fogg’s original work, since the
establishment of the PT research field. One of the first to point towards aspects which might
be questionable, was Bernadine Atkins, who in 2006 published the paper “Captology: A
Critical Review”, in which she places a strong focus upon the ethics of PT and also argues
towards a distinction between education, advocacy and persuasion (Atkinson, 2006).
Whilst Atkins approach may have motivated others to place a stronger focus on the ethics of
PD, it can be argued that the PSD model exemplifies an attempt to not only develop and
applicable method for persuasive system design, but to also meet some of the implied
problems related to the applicability of Fogg’s original framework. However, while the PSD
model presents a more formalized understanding of the content of the functional triad, the
focus remains on the individual principles, rather than on the different roles of the triad, and
does as such differentiate itself from Fogg’s original recommendations regarding the triad.
In the process of exploring the cross field between PD and IA, Marianne Lykke comes to the
conclusion that whilst the persuasive principles can be related to IA components, the
principles themselves do not lead to any extraordinary design ideas (Lykke, 2009). Thereby
Lykke’s conclusion exemplifies one of the fundamental challenges when applying the existing
theoretical and methodological framework for PT to more established fields; namely that the
framework does not provide argumentation towards a unique claim for PD, but merely
comprises a reflective meta-layer to existing design approaches.
Similar conclusions were reached within the EU funded e-PLOT project, as steps were taken
towards defining a theoretical and practical definition of persuasive learning designs. Several
researchers, including Fogg and Atkins, have suggested that an overlap exists between
learning and persuasion, but one of the challenges within the e- PLOT project has been to
argue towards areas in which PD may in fact enhance existing learning technologies to an
extent where the technologies may be defined as persuasive. The theoretical framework
sought to define the cross field between the existing PD framework and a constructivist
approach to learning, and in practice the two technologies which were included in the project
were analysed from a PD perspective in order to determine areas in which PD might
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contribute to the learning process. The acknowledgement that learning is something which
takes place within an individual, and that we construct knowledge based on our
experiences(Biggs & Tang, 2007), shares a number of commonalities with the notion of
persuasion, where endogenous motivation is regarded as particularly important(Fogg, 2003).
It became evident that both in theory and practice, the persuasive principles were already
widely at use in technology enhanced learning, and as such offered no new perspectives to the
further development of the technologies. From a theoretical perspective the approach to PD
sprung from Fogg’s original work, but was supported by perspectives from classical rhetoric
and temporal logic and more nuanced definition of persuasion (S. B. Gram-Hansen, 2012).
Subsequently the approach to PD was related to a constructivist approach to learning, in the
acknowledgement that this particular pedagogical approach showed several similarities to the
theoretical framework for PD (S. B. Gram-Hansen, 2012).
Likewise, on-going research in the cross field between PD and digital mediation of cultural
heritage argue that the persuasive principles do not constitute a unique claim for PD, nor does
the notion of changing the attitudes or behaviours of the users. Cultural heritage can be seen
as identity-forming and –reproducing and aiming to re-establish the lost relation to our past
and rediscover our roots (Lund, 2004; Lund, Andersen, Christensen, Skouvig, & Johannsen,
2009). E.g. the former Danish Ministry of Cultural Heritage was created in order to rediscover
the cultural roots of the Danes in a project that can be viewed as nationalistic in its aim: to
establish a national identity. As such, the project exemplifies that the concept of attitude
change is also an intended outcome which is focused upon in areas beyond the field of
Persuasive Technology and PD.(S. B. a. G.-H. Gram-Hansen, Lasse Burri, 2013)
With several researchers from different areas coming to the same conclusions about the
limitations of the primary elements in the existing PD framework, it appears reasonably to
take a step back and work towards an understanding and potential definition of PD, which
acknowledges and incorporates the work already achieved within the PT field, but which also
clarifies the areas in which PD may potentially enhance the design and development of
interactive computer technologies in different application areas.
A matter of appropriate balance
In exploration of the notion of persuasion, and in the aim of extending the theoretical
foundation of Persuasive Designs, some researchers approach the challenges of this novel
field from a foundation in classical humanistic traditions such as rhetoric, logic and ethics.
The very idea of persuasion is commonly considered as having been brought into the world
by classical rhetoric. Classical rhetoric has been systematically related to social psychology
by Michael Billig (Billig, 1996). A central statement in Billig’s Arguing and Thinking, is that
we may gain significant insight into human perception by exploring argumentation and
especially by studying what classical rhetoric can contribute to the field. Billig observed that
social psychology had had a tendency to identify thinking with rule following. From classical
rhetoric he learned, however, that while arguments and thought may well be based on rules,
rules themselves arise from arguments, and indeed, may be disputed by arguments, that is to
say that while rules do exist, they are not deterministic. One should not rely on the assumption
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that following certain rules will always yield the desired results (Hasle, 2007; Pertou &
Iversen, 2009).
One of the concepts, which are generally accepted as being a key element and a requisite for
successful persuasion, is the rhetorical notion of Kairos. Kairos is often described as timing,
or the ability to perform the appropriate action at the right time and in the right place. In term
of appropriate, the performed action is required to be not only effective but also ethical. The
concept sums up the principle that any rhetorical approach is based upon the specific
situation, and that comprehension of the context as such is one of the most vital resources
when deciding upon rhetorical means to apply to a given argument (Hansen, 2009). Hansen
specifies that the definitions of Kairos vary from narrow translations such as “particular point
in time” and “specific circumstance”, to wider concepts such as “situation”, “occasion” and
“opportunity”.
When relating the different meanings of Kairos in a PD context, the narrow definition serves
well in relation to specific design related choices, such as determining the appropriate time for
initiating a persuasive strategy (i.e. triggering a specific behaviour), an argument which has
been raised by several researchers over the years (Aagaard, 2008; Glud & Jespersen, 2008)
The wider definition on the other hand, supports the argument that in order to successfully
select and apply a persuasive principle to the design of a technological device, the designer
must beforehand acquire a fundamental understanding of the context in which the device is to
be applied, and use this knowledge to create a technology which will be appropriate to the
given situation.
Kairos in itself is a powerful and multifaceted concept that is not easily formalized. As such,
even though Kairos is vital in relation to successful persuasion, the concept in itself does not
translate easily to the digital context of persuasive technologies. However, the challenges
related to integrating the notion of Kairos in the development of interactive technologies, may
be addressed by considering Arthur Priors perspectives on temporal logic. More specifically,
the development of PDs may benefit greatly from Priors arguments that time is not only a
specific moment but also a wider contextual concept, which he distinguished between as A-
time and B-time Priors notion of B-time refers to the objective perception of time, which has
dominated the philosophical and the scientific debate for centuries and which is expressed by
for instance traditional calendars. A-time on the other hand refers to the contextual perception
of the present moment, and takes into consideration the imbalances which are caused by
previous events (Øhrstrøm, 1995).
Kairos as it is described by Hansen (2009), may be related to A and B time, by considering
Priors notion of A-time as the formalization of Hansen’s wider definition of Kairos, whilst
Priors notion of B-time may be related to Hansen’s narrow definition of the concept. Glud and
Jespersen elaborates upon the importance of considering not only Kairos but also Prior’s
notion of A- and B-time in the development of persuasive systems, in a conceptual analysis of
Kairos in relation to location based services. They conclude that inclusion of Kairos in the
development of mobile persuasive technologies is spatiotemporal and demand that all
conceivable time dimensions are taken into consideration (Glud & Jespersen, 2008)
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The different perspectives of Kairos presented by Hansen (2009) are inseparable in the respect
that both must be taken into consideration when determining the appropriate moment to
initiate a persuasive action. Likewise A- and B- time cannot be considered separate, but must
both be taken into account when designing persuasive systems. In order to fully conceive the
notion of appropriate timing, one must include both a broader understanding of the defined
aim of the process, and consider the contextual reality of the user whilst the steps of the
system is being completed.
It may be argued that a similar correlation or balance exists in relation to the concept of
intentionality. PT is originally defined as interactive technologies that are designed with the
specific intention to change the user’s attitude and/or behaviour (Fogg, 2003) and as such the
intention itself becomes a central element in the understanding of PD. Designers will most
often have a specific and quite complex intention with the design of a technology. This
intention must to some extent be balanced towards the user’s intention behind applying the
technology – an intention that is most likely influenced by exogenous factors. In consideration
of the designer most often having a specific use context in mind when developing a
technology, it may reasonably be argued that both context and design of the specific
technology must be taken into consideration if such technology is to facilitate a persuasive
purpose.
The notion of approaching the concept of PD as being multi-layered has furthermore been
included in Fogg’s original framework. When introducing the concept of persuasive
technologies, Fogg distinguished between Macrosuasion and Microsuasion as a way to
explain and clarify the dynamics of persuasive technologies. The distinction between the two
is important in terms of both analysis and development of PD in most computer technologies.
The term Macrosuasion describes an overall persuasive intent of a technology, whilst
Microsuasion refers to the use of PD principles in technologies which do not necessarily have
en overall persuasive goal (Fogg, 2003). As was the case with temporal logic, Macrosuasion
and Microsuasion can reasonably be related to the definition of Kairos as defined by Jette
Hansen. The primary distinction between Fogg’s definition of Microsuasion and
Microsuasion, in relation to the presented definition of Kairos and the reflections concerning
the persuasive intention, is that whilst Fogg argues that Microsuasion may be applied in
technologies which holds no macrosuasive intention, the latter two perspectives insist that
both the wider and the narrow perspective must be considered if the persuasive intention is to
be fulfilled.
Persuasive Design – A Matter of Context Adaptation
In the previous section, it is exemplified how the multi-layered perception of Kairos, may be
linked to several of the perspectives which have been addressed as relevant to the further
development of the PT and PD research field. Individually, these different examples do not
provide sufficient insight to clearly define a unique claim of PD, however, the commonality
between the different perspectives does motive a further consideration of the notion of
ensuring an appropriate balance.
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As mentioned, Kairos is widely acknowledged as a requisite for persuasion, and as such, a
successful persuasive design must necessarily strive to comply with all three dimensions of
the concept. In the process of doing so, location based and context aware systems have been
credited as holding a particular persuasive potential, as they enable the design to incorporate
location and time in the design. In 2007 mobile phones were argued to be the potentially most
efficient persuasive technology, as they not only hold a particular technological potential, they
also benefit from a unique affection from their users and have become the device which is
brought into almost any situation, and widely accepted by others. (Bødker, 2012; Fogg &
Eckles, 2007).
As such, various technological devices can be argued to hold the potential to meet both the
timely and location based dimension of Kairos, however the persuasiveness of each
technology is dependent on the device also being applied in the appropriate manner within the
given context. This third and final dimension calls for a different and more nuanced
evaluation of the intended use context, it may not be formalized and it may be argued to point
towards the necessity of not only designing the appropriate technology, but also design the
appropriate balance between the technology and the intended use context.
Previously it has been argued that the intentionality of the designer is not only directed
towards the technology, but also towards the intended use context, and that by adding a
technology to a given context, the user’s perception of that context is altered (S. B. Gram-
Hansen, 2012). In consideration of the notion of appropriate manner, it may be that this
perspective should be extended, in the sense that PD not only acknowledges the impact that
the technology has on the context, it aims to create the appropriate balance between
technology and context.
By doing so, PD may be considered an approach to design that particularly incorporates the
notion of Context Adaptation (CA). CA is most often referred to in relation to development of
context and location aware systems, as these devices actively adapt information about the
contexts in which they are applied. However, considering the impact that a technology may
have on a given context, CA in relation to PD may be considered a reciprocal balance, were
the technologies adapt the appropriate information about the context, and the context is
designed to adapt the technology.
In practice, this approach to PD distinguishes itself from PT, in a way that acknowledges the
theoretical and practical steps taken so far within the PT research community, by
distinguishing between PT and PD approaches. System oriented methods such as the PSD
model address the challenges related to the specific technology design, where as PD is
considered a wider concept which focuses on the establishment of an appropriate balance
between technology and context, and which may serve as a meta-perspective to more
established research fields.
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Persuasive Design of TEL: Models and Challenges
Kristian Torning Danish School of Media and Journalism, Emdrupvej 72, DK-2400 Copenhagen
This paper reviews the emerging research literature on persuasive design models, while at the same time counterbalancing it with a comparative review of the most popular models as well as findings from the field of Technology Enhanced Learning (TEL). These models are systematically compared and analysed with regard to producing technology enhanced learning experiences. The results of this comparison can be used when selecting models for designs, in addition to concurrently serving as an offset for creating new models.
Keywords: Persuasive Technology Design, TEL, Design Models, Persuasion
Introduction
Persuasive design (PD) is centred on the concept that humans may delegate the act of persuasion to non-human entities, deliberately seeking to change or reinforce behaviours and attitudes. In 400 B.C., Aristotle defined rhetoric as “…the faculty of observing in any given case the available means of persuasion” (Aristotle 2010). PD (Redström 2006) is increasingly becoming an area of interest across multiple domains. Persuasion can be used in multiple domains, and in observing how Aristotle, Cicero and other modern scholars (Dillard, Pfau 2002) describe persuasion, it soon becomes evident that ‘persuasion’ is not the automatic result of certain steps engaged in by an individual. On the contrary, persuasion is a complicated and somewhat unpredictable social process tied to the rhetorical situation in which persuaders seek to persuade (Bitzer 1968, Vatz 1973, Torning 2008). In the field of PD, the topic of ‘health’ has especially attracted particular attention (Torning, Oinas-Kukkonen 2009, Chatterjee, Price 2009, Kamal, Fels 2012). Problems such as alcoholism, obesity and lack of exercise all provide a multitude of interesting research questions, since their singular real remedy lies in individuals changing their behaviour patterns and remaining consistently motivated towards maintaining the behavioural change thus initiated (WHO Regional Committee for Europe 2008, IJsselsteijn et al. 2006). As with ‘health’, ‘learning’ is also a complicated social process dependent on the behaviour and attitude change of individuals, as well as continuous self-motivation. However learning may not occur even if learners are both motivated and have a positive attitude towards learning. We can speculate that addressing ‘learning’ with persuasive design in numerous settings might be a more difficult proposition than addressing ‘health’. Like persuasion, learning too is rooted in ancient Greece and rhetoric. Subsequently, Cicero went on to describe the three functions of the rhetorician: “Docere, Delectare, Movere,” or “To Teach, To Delight, To Move.” (Christensen, Hasle 2007). Thus, it becomes obvious that teaching has been an integrated part of rhetoric for many years. Persuasion and learning are very situational and dependent on the interplay of many different factors (Wang, Hannafin 2005). For this very same reason, we cannot expect to find a unified theory or model of either concept, as they are bound by a certain context comprised of (for example): student/audience, teacher/speaker, classroom/venue, topic, values, zeitgeist and culture. In the domain of learning, a relatively recent change is the adoption of interactive technologies (especially Learning Management Systems, which are being increasingly adopted by various institutions). Wang and Hannafin (2005) offer a broad definition of such technologies: “Technology Enhanced Learning
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Environments (TELEs) are technology-based learning and instructional systems through which students acquire skills or knowledge, usually with the help of teachers or facilitators, learning support tools, and technological resources.” In combining PD with TEL, we are able to identify the outline of a problem that is characterised by a staggering level of complexity. How can we begin to address these many different variables combined with nuances of numerous abstract social concepts? What exactly are practitioners and researchers expected to accomplish, if they wish to design a persuasive TELE? Typically, researchers have used PD to address several health educational issues. Some examples of PD would be a computerised doll designed to teach adolescents about the consequences of not using birth control (Realityworks 2010, Fogg 2003); teaching women in rural India about their menstrual cycle and personal hygiene (Parmar, Keyson & deBont 2008); changing office workers' sitting habits in order to prevent back strain (Obermair et al. 2008) and designing kitchens that promote calorie-awareness cooking (Chi et al. 2008). It is interesting to note that all these studies were conducted by researchers who were not specialists in the field of education. If researchers are to address ‘learning’ and education at the macro level of persuasion (Fogg, 2003), they should design models that difficult as this may be, specifically address the rhetorical situation surrounding ‘learning’ and include findings from educational research including TEL.
Methodology
If researchers aim at developing a TEL specific PD-model tailored to address the domain of learning and technology, an accepted starting point is a thorough review of some existing PD-models. In this paper, PD-models are coupled with TEL, by subjecting PD-models to evaluation employing the nine TEL research design principles developed by Wang and Hannafin (2005). The authors arrive at the nine principles as a result of their literature review of design-based research paradigms and state that: “To generate practical, credible, and contextual design theories, however, rigorous, disciplined, and iterative inquiry is needed […] we identify nine principles central to planning and implementing TELE design-based research” (p.15). In this paper however, the principles are applied to evaluate design models and in that sense one could argue, that the principles are being stretched beyond their intended domain. However, it is debatable if design models can be regarded as a form of meta-designs, and if they are in addition, expected to comply with sound standards of design research. The analysis presented here can be seen as a small first step towards creating a TEL centric PD-model and the resultant overview of PD-models is also intended to make the task of selecting a design strategy easier, for those wishing to mix persuasion, learning and technology.
Persuasive Design Models
Since PD is a fledgling area of research, one does not have the option to choose from numerous existing models. Three frameworks were selected for the purpose of this analysis: The Design with Intent (DwI) Method (Lockton, Harrison & Stanton 2010); the Persuasive Systems Design (PSD) Process Model (Oinas-Kukkonen, Harjumaa 2009); and the Eight-Step Design Process (Fogg 2009). These models can be considered first generation PD-models and they were selected based on general work in the field of PD. The three models originate from the Persuasive Conference Series, which is currently the main outlet for scientific dissemination centred on PD. Emerging PD-models created by practitioners (Futerra 2013) or a mix of practitioners and researchers (Fabrique 2013) were omitted. Although Fogg’s first model: The Functional Triad (Fogg 2003) has often been widely used, it was omitted in favour of his newer 2009 design process.
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Design with Intent (DwI) Method Early on in the Persuasive Conference series Dan Lockton et al. addressed behaviour change from a perspective dubbed “Design with Intent,” (DwI) defined as “design intended to influence or result in certain user behaviour” (Lockton, Harrison & Stanton 2008, Lockton et al. 2009, Lockton 2013). The DwI Method is intended to be generally applicable in influencing user behaviour. The latest iteration of the model (Lockton, Harrison & Stanton 2010) is comprised of two modes: ‘Inspiration’ and ‘Prescription’.
In the 'Inspiration' mode, the designer takes inspiration from a set of headline design patterns, which are applicable to a wide range of target behaviours, grouped into six different ‘lenses’, representing particular disciplinary perspectives on using design to influence behaviour. In the ‘Prescription’ mode, the designer formulates a range of target behaviours (intended outcomes), describing interactions and as a consequence, a subset of the most applicable design patterns from each ‘lens’ is presented for each target behaviour,. The total number of patterns will vary depending on the chosen target behaviour(s) (according to the authors' typically 15–25 applicable patterns). This mode effectively ‘prescribes’ a set of patterns, which are deemed especially applicable or have already been applied to similar problems by other designers, in other contexts.
The ‘lenses’ themselves, are a way of grouping design patterns which share similar considerations, behavioural understanding or assumptions about how to influence users: to some extent, these groups resolve into particular ‘worldviews’, the way that a designer versed in a particular discipline might approach a brief on influencing behaviour. The six ‘lenses’ thus target specific domains: 1) The “Architectural Lens” is based on techniques utilised to exert influence on user behaviour in architecture, urban planning and related disciplines. 2) The “Errorproofing Lens” tackles deviations from the target behaviour by treating them as ‘errors,’ which design facilitates in evading, either by making it more uncomplicated for users to work, with no possibility of being prone to errors. 3) The “Persuasive Lens” makes use of computers with interfaces in order to convince users into transforming attitudes and behaviour. 4) The “Visual Lens” seeks to merge ideas from product semantics, semiotics, ecological psychology and Gestalt psychology on the subject of the manner by which users distinguish patterns and meanings. 5) The “Cognitive Lens” is based on research in behavioural economics and seeks to understand by what method people make decisions. 6) The “Security Lens” symbolises a ‘security’ worldview, which states that it is possible to discourage and/or avert unacceptable user behaviour. When designers seek to employ the ‘lenses,’ a free cards based solution is available. The cards serve as a very tangible way to explore the various design patterns (Lockton 2013).
Persuasive Systems Design (PSD) Model Oinas-Kukkonen & Harjumaa (Oinas-Kukkonen, Harjumaa 2009) offer a model grounded in previous research. The model is comprised of three distinct phases: 1) Understanding key issues behind persuasive systems, 2) Analysing the persuasion context and 3) [Selecting] Design of system qualities. The optimal result of this linear model is “Behaviour and/or attitude change”.
The first phase in the words of the authors addresses the understanding of basic concerns fundamental to special persuasive information technology sytems, prior to implementing these systems. Oinas-Kukkonen & Harjumaa (Oinas-Kukkonen, Harjumaa 2009) state that, “Only after obtaining a reasonable level of this understanding can the system be analysed and designed.” Seven postulates behind persuasive systems are also offered.
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In the second phase, seven core elements are offered, to create a better understanding of the context of persuasion:
1. Persuader: the designer who is deliberately seeking to change the behaviour or attitude of the system user.
2. Change type: the type of change in behaviour and/or attitude the designers aim at invoking via their design.
3. Use context: the features arising from the problem domain target, which the persuasion design addresses e.g. features specific to ‘health’ or ‘learning’.
4. User context: the traits of the targeted user, e.g. goals (including current progress toward achieving them, and potential past performances), commitment, lifestyle etc.
5. Technology context: The strengths and weaknesses, as well as the risks and opportunities, of specific technological platforms, applications and features.
6. Message: the form and content delivered to the user who has to be persuaded. The form is how the message is presented, e.g. as raw text, in a dialogue, or in a game. The content of the message has to fit the form.
7. Route: persuasion can be direct, indirect or both. A direct route would be one wherein the message contains only a few strong arguments, while an indirect route has numerous arguments.
In the third phase of the design model, the qualities of the information system being designed are modelled. Here the designer can select from an extensive catalogue listing 28 design principles for persuasive system content and functionality. The principles are ordered in the following main categories: primary task support, dialogue support, system credibility support and social support. For each category, several approaches are offered with concrete advice and examples of implementation.
The Eight-Step Design Process Benjamin J. Fogg can be regarded as one of the founding fathers of ‘persuasive technology’ and at least, the most widely cited (Fogg 1998, Fogg 1999, Fogg 2003). In his eight step model, he states that, “The goal of Steps 1 through 7 of the design process is to create a digital product that reliably persuades someone — not everyone — to adopt the target behaviour.” Following the steps, the designer (or design team) is guided towards creating a persuasive technology. However, Fogg asserts that, “The eight steps are not intended to be a rigid formula; instead, the steps serve as milestones to make the design process more effective.”
1. Choose a simple behaviour to target: Here designers decide on an appropriate behaviour to target for change.
2. Choose a receptive audience: If the project does not demand otherwise, it is best to ensure that the audience is familiar with the technology channel, thus making them more responsive to change.
3. Find out what is preventing the audience from performing the target behaviour: As reported by Fogg, it may be either a) lack of motivation, b) lack of ability or c) lack of a well-timed trigger to perform the behaviour. However, the design process offers little evidence, which makes it difficult to assess that claim.
4. Choose a familiar technology channel: The “best” channel usually depends on three factors: the target behaviour, the audience, and what is preventing the audience from adopting the behaviour—i.e., the first three steps in the design process
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Optional (unnumbered) step: Re-ordering the First Four Steps: Designers usually perform the first four steps in sequence, but according to Fogg, in some cases designers will make an exception and carry out the steps in a different order.
5. Find suitable examples of persuasive technology: Search for examples of successful persuasive technologies that are relevant to the intervention, by seeking out solutions that succeed in getting people to change their behaviours.
6. Imitate successful examples: Rather than going back to square one, a more appropriate and desirable approach is to imitate successful examples of what is already working.
7. Test and iterate quickly: After imitating successful examples, test the designed user experience promptly and repetitively. A series of small, very quick tests (not scientific experiments) is preferable to one big test. The purpose is rapid prototyping, best achieved by measuring behaviour.
8. Expand on success: Even a small behaviour change is a milestone. The technique of expansion should be systematic, by varying only one or two attributes from the success achieved in Step 7. Fogg states that as perceived from a scientific perspective, step 8 is the starting point for a controlled experiment.
Results and recommendations
The application of Wang and Hannafin's nine principles for design based TEL research served to shed light on various traits of the PD models. Each model was evaluated against the nine principles to reveal their strengths and weaknesses as outlined in Table 1 below. Some common issues were discovered in all the models. For instance, with regard to Principle 1 (“Support Design with Research from the Outset”), it is surprising that all of the models largely ignore the opportunity to integrate previous findings from the research areas of communications, rhetoric and ethics, as these areas predate research on PD and should be specifically addressed when presenting any model prescribing how to conduct ‘persuasion’. The models also presume that anyone can generate data and analyse the user context for persuasion. Principle 5 (“Implement Research Methods Systematically and Purposefully”) and Principle 6 (“Analyze Data Immediately, Continuously, and Retrospectively”) are not addressed by any of the models, which thus display a common weakness, by omitting to explicitly concentrate on and tackle the generation and analysis of empirical data for informing a persuasive design. Perhaps the authors take these activates for granted. When informing a design from the User Centred-Design (Beyer, Holtzblatt 1998, Holtzblatt, Wendell & Wood 2005) prospective researchers are dominantly seeking to support tasks' completion by lowering the cognitive burden of those tasks, whereas PD seeks to transform and motivate behaviours. It appears counterintuitive that such an apparently large difference and distinction in objectives, should not somehow affect how researchers generate data and analyse it when informing the designs. However, developing clear PD research guidelines for data generation with regard to observations, interviews, surveys, document analysis or field studies etc. is a daunting task, and perhaps it would be premature, if researchers were to address that issue before designing more robust models. The Design with Intent (DwI) model and the Persuasive Systems Design (PSD) model both fail to address Principle 7: (“Refine Designs Continually”), and therefore, testing and social interactions with users are not addressed. Another general issue with the models is that ‘persuasion’, supposedly resides in a right mix of strategies for the right rhetorical situation by creating a fitting (technology) response (Bitzer 1968, Torning 2008). When we speak of
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Tabl
e 1.
Per
suas
ive
Des
ign
fram
ewor
ks m
easu
red
agai
nst W
ang
and
Han
nifin
's n
ine
desi
gn p
rinc
ples
.
Prin
cipl
es 1
-9
(Wan
g, H
anna
fin 2
005)
Des
ign
with
Int
ent (
Dw
I) M
etho
d (L
ockt
on, H
arris
on &
Sta
nton
20
10)
Pers
uasi
ve S
yste
ms
Des
ign
(PSD
) M
odel
(O
inas
-Kuk
kone
n, H
arju
maa
200
9)
Eig
ht-S
tep
Des
ign
Proc
ess
(Fog
g 20
09)
1: S
uppo
rt D
esig
n w
ith
Res
earc
h fr
om th
e O
utse
t [I
nteg
ratin
g pr
evio
us fi
ndin
gs
i.e. b
y lit
erat
ure
revi
ew]
• C
lear
ly o
ffer
s m
any
refe
renc
es to
pr
evio
us w
ork
from
a p
leth
ora
of
rese
arch
fiel
ds. T
he m
odel
's pe
rspe
ctiv
e on
‘des
ign’
is m
ade
very
cl
ear.
• Ea
ch ‘l
ens’
is b
acke
d up
by
clea
r re
fere
nces
.
• O
ffer
s a
varie
ty o
f ref
eren
ces
anch
orin
g th
e w
ork
mai
nly
in In
form
atio
n Sc
ienc
es, P
sych
olog
y, S
ocia
l Ps
ycho
logy
and
Hum
an C
ompu
ter
Inte
ract
ion
(HC
I).
• B
uild
s m
ainl
y on
the
auth
or’s
per
sona
l ex
perie
nce.
O
ffer
s au
thor
's w
ebsi
te a
s a
refe
renc
e,
whe
re s
ever
al re
fere
nces
are
list
ed.
How
ever
it is
unc
lear
, how
thes
e re
fere
nces
wer
e in
tegr
ated
into
the
desi
gn
proc
ess.
2: S
et P
ract
ical
Goa
ls fo
r Th
eory
Dev
elop
men
t and
D
evel
op a
n In
itial
Pla
n
• D
oes
not e
xplic
itly
men
tion
or
addr
ess
theo
ry d
evel
opm
ent.
• O
ffer
s ve
ry c
lear
rese
arch
goa
ls fo
r th
e m
odel
by
offe
ring
a se
ctio
n (2
.1.3
) ela
bora
ting
on th
e ev
olut
ion
of th
e m
etho
d.
• Ex
plic
itly
addr
esse
s th
eory
de
velo
pmen
t i.e
. “Th
is a
rticl
e is
co
ncep
tual
and
theo
ry-c
reat
ing
by it
s na
ture
…”
• C
lear
ly s
ynth
esiz
es s
ever
al th
eorie
s (th
at a
re d
escr
ibed
as
such
). •
Off
ers
very
cle
ar re
sear
ch g
oals
with
re
gard
to d
evel
opin
g th
e m
odel
.
• D
oes
not e
xplic
itly
men
tion
or a
ddre
ss
theo
ry d
evel
opm
ent,
but r
athe
r ref
ers
to
the
desi
gn p
roce
ss a
s ‘b
est p
ract
ice’
: “…
in th
is p
aper
I dr
aw o
n m
y 15
yea
rs
of e
xper
ienc
e in
stu
dyin
g an
d cr
eatin
g pe
rsua
sive
tech
nolo
gies
to o
ffer
wha
t I
cons
ider
to b
e “b
est p
ract
ices
”…”
3: C
ondu
ct R
esea
rch
in
Rep
rese
ntat
ive
Rea
l-Wor
ld
Setti
ngs
• O
ffer
s a
com
para
tive
clea
r des
ign
case
usi
ng th
e de
sign
of a
n A
TM
mac
hine
. It i
s ho
wev
er a
n ar
mch
air
stud
y (n
o us
ers
invo
lved
). Th
e be
havi
our t
arge
ted
is to
ens
ure
that
pe
ople
don
’t fo
rget
thei
r cre
dit c
ard,
w
hen
with
draw
ing
mon
ey.
• O
ffer
s an
exa
mpl
e de
sign
(Nik
e 20
13)
in th
e fo
rm o
f a th
orou
gh a
nd
conv
inci
ng a
naly
sis
empl
oyin
g th
e Pe
rsua
sive
Sys
tem
s m
odel
.
• D
oes
not o
ffer
rese
arch
repr
esen
tativ
e of
a re
al-w
orld
set
ting,
but
use
s pl
ausi
ble
thou
ght u
p ex
ampl
es to
ex
empl
ify s
ome
poin
ts.
4: C
olla
bora
te C
lose
ly w
ith
Parti
cipa
nts
• Th
e M
etho
d w
as d
evel
oped
thro
ugh
a se
ries
of w
orks
hop
sess
ions
(with
de
sign
stu
dent
s an
d re
cent
gr
adua
tes)
. •
Doe
s no
t off
er c
lear
gui
delin
es fo
r in
volv
ing
user
s in
app
licat
ions
of t
he
Dw
I mod
el.
• Th
e Pe
rsua
sive
Sys
tem
s D
esig
n M
odel
w
as d
evel
oped
by
two
rese
arch
ers
and
does
not
men
tion
valid
atio
n w
ith
othe
rs.
• Th
e m
odel
doe
s no
t off
er c
lear
gu
idel
ines
for i
nvol
ving
use
rs in
ap
plic
atio
ns o
f the
mod
el.
• Th
e D
esig
n Pr
oces
s is
cen
tred
on th
e ac
tiviti
es o
f a ‘d
esig
n te
am’,
but w
as
deve
lope
d by
a s
ingl
e re
sear
cher
, by
draw
ing
upon
his
per
sona
l exp
erie
nces
an
d do
es n
ot m
entio
n va
lidat
ion
with
ot
her d
esig
ners
/pra
ctiti
oner
s.
IWEPLET 2013 Proceedings - Page 84 of 168
Prin
cipl
es 1
-9
(Wan
g, H
anna
fin 2
005)
Des
ign
with
Int
ent (
Dw
I) M
etho
d (L
ockt
on, H
arris
on &
Sta
nton
20
10)
Pers
uasi
ve S
yste
ms
Des
ign
(PSD
) M
odel
(O
inas
-Kuk
kone
n, H
arju
maa
200
9)
Eig
ht-S
tep
Des
ign
Proc
ess
(Fog
g 20
09)
5: Im
plem
ent R
esea
rch
Met
hods
Sys
tem
atic
ally
and
Pu
rpos
eful
ly
• Th
e M
etho
d do
es n
ot o
ffer
adv
ice
or
rese
arch
gui
delin
es e
.g. o
bser
vatio
ns,
inte
rvie
ws,
sur
veys
, doc
umen
t an
alys
is o
r fie
ld s
tudi
es e
tc.
• Th
e Pe
rsua
sive
Sys
tem
s D
esig
n (P
SD)
Mod
el d
oes
not o
ffer
adv
ice
or re
sear
ch
guid
elin
es e
.g. o
bser
vatio
ns,
inte
rvie
ws,
sur
veys
, doc
umen
t ana
lysi
s or
fiel
d st
udie
s et
c.
•
• Th
e D
esig
n Pr
oces
s do
es n
ot o
ffer
ad
vice
or r
esea
rch
guid
elin
es e
.g.
obse
rvat
ions
, int
ervi
ews,
sur
veys
, do
cum
ent a
naly
sis
or fi
eld
stud
ies
etc.
6: A
naly
se D
ata
Imm
edia
tely
, C
ontin
uous
ly, a
nd
Ret
rosp
ectiv
ely
• Th
e M
etho
d do
es n
ot o
ffer
adv
ice
or
guid
elin
es fo
r dat
a an
alys
is.
• Th
e M
etho
d do
es n
ot o
ffer
adv
ice
as
to h
ow to
mea
sure
‘per
suas
iven
ess’
.
• Th
e Pe
rsua
sive
Sys
tem
s D
esig
n (P
SD
Mod
el d
oes
not o
ffer
adv
ice
or
guid
elin
es fo
r dat
a an
alys
is.
• Th
e Pe
rsua
sive
Sys
tem
s D
esig
n (P
SD
Mod
el d
oes
not o
ffer
adv
ice
as to
how
to
mea
sure
‘per
suas
iven
ess’
.
• Th
e D
esig
n Pr
oces
s do
es n
ot o
ffer
ad
vice
or g
uide
lines
for d
ata
anal
ysis
. •
The
Des
ign
Proc
ess
does
not
off
er
advi
ce a
s to
how
to m
easu
re
‘per
suas
iven
ess’
.
7: R
efin
e D
esig
ns C
ontin
ually
•
Doe
s no
t exp
licitl
y re
com
men
d th
at
desi
gner
s w
ork
in a
n ite
rativ
e fa
shio
n. T
he M
etho
d su
gges
ts th
at
desi
gner
s in
nova
te n
ovel
sol
utio
ns
but t
he M
etho
d do
es n
ot g
o be
yond
th
at.
• Th
e Pe
rsua
sive
Sys
tem
s D
esig
n (P
SD
Mod
el d
oes
not e
xplic
itly
reco
mm
end
that
des
igne
rs w
ork
in a
n ite
rativ
e fa
shio
n. T
he g
ener
al a
ppro
ach
sugg
este
d is
line
ar.
• Ex
plic
itly
and
at le
ngth
reco
mm
ends
ite
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.
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esig
n bu
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s no
t add
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ge
nera
lisab
ility
.
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the ‘persuasiveness’ of applications, we need to discuss simple features or the whole systems effect. An obvious problem is that none of these suggested tactics by themselves individually appear to be persuasive. For instance, is a tactic such as reduction (making a task easier to complete) in fact a persuasive strategy or just a prerequisite? From one perspective, the models are seemingly collages of such tactics adopted from various fields of research.
The Design with Intent (DwI) model meets four of the Principles: 1, 3, 8, and 9 (but with little proof). It fails to adhere to Principles 4, (considering that the model itself was developed iteratively) 5, 6 and 7 (again, the model itself was developed iteratively). Principle 2 was partly met, on account of the fact that the model offers very clear research goals but it does explicitly mention or address theory development as such. With respect to TEL a clear advantage of this model is that it is very well grounded and corroborated, as it draws on many diverse sources of scientific knowledge by offering a plethora of references. With reference to persuasion in the domain of educational research, the DwI model seems to offer the most especially in situations, where one is designing a physical environment or an actual product e.g. for a classroom setting. It is very positive that the model is component based with an offset in specialist domains. It thus offers researchers the possibility to extend the model in developing new domains and context specific ‘lenses’.
The Persuasive Systems Design (PSD) model also meets four of the Principles, namely 1, 2, 3 and 8. Principle 9 is partly met, as the authors demonstrate very clear awareness issues with robustness and validation, describing the work as both conceptual and theoretical. This model leaves Principles 4, 5, 6 and 7 unaddressed. The PSD model is clearly inspired by formal approaches in Information Sciences (i.e. “software requirements”). If researchers are to address web-based e-education Learning Management Systems (such as Fronter, Blackboard or Moodle), the PSD model will certainly offer significant guidance. The many clear design principles offered are reasonably straight forward; however there is not much guidance as to the right mix of principles. B.J. Fogg, is by far the single most influential PD researcher and is generally credited with being the founding father of the field of PD. However, his Eight-Step Design Process model only adheres partly to Principle 1 and (as the only model) Principle 7. Fogg openly states that the model is the result of informal synthesis of “best practices”, condensed from his personal work experience. But, despite Fogg’s undeniably strong ethos, from a scientific standpoint, this is problematic. Fogg claims that the model can facilitate rapid prototyping in design teams and states that scientific research experiments can only begin after Step 8. Nonetheless, even if one were to experiment i.e. measure the success of the resulting design, the foundation would not be optimal from a research-based perspective. The Eight-Step model seems most appropriate if researchers wish to get quickly acquainted with PD-thinking and reasoning. In fact, the model is a good starting point, if one is not familiar with PD and wishes to grasp the concept of PD more thoroughly. Nonetheless, this model may not be the optimal choice for more advanced scientific projects.
In delegating persuasion to non-human entities, we are left with an entirely new set of challenges regardless of which models we choose. Many difficult questions arise especially regarding ‘target behaviours’. What are we really persuading someone about, when we seek to persuade someone into learning something?... To spend time on studying? If students are dealing with cognitive problems, what are we to persuade them about? ‘Learning’ might not automatically occur even if students change both their behaviour and have the right attitude; we cannot persuade students into being able, if they are not. Another general problem with technology mediated persuasion is that it is problematic both for researchers, practitioners and users to fully understand how persuasive designs persuade. When we persuade in speech or writing, we – hopefully – strive to present cogent arguments and may employ appeals such as
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logos, ethos and pathos. We have models if we want to analyse such arguments (Weston 2000, Walton, Reed & Macagno 2008, Toulmin 2003), but how do physical objects or interactive systems persuade users and how can users evaluate the validity of the ‘claims’ presented by designs? None of the models – for good reasons – help us answer these problems.
Conclusion
The application of Wang and Hannafin's nine principles for design based TEL research served to shed light on various traits of the PD-models. The models each had their own strengths and weaknesses and perhaps it is not surprising, that a fledgling area of research fails to address the entire complexity offered in the nine principles. Moreover, these are certainly issues that new iterations of frameworks would somehow have to integrate and therefore, there would be several larger issues left to discuss. But a first step has been taken towards addressing the possibilities of creating a ‘learning’ centric Persuasive Design model. It is clear that a successful model would have to address an extremely complex mesh of social science concepts. When we seek to apply persuasion to a rhetorical situation centred on learning, we are faced with considerably large and diverse challenges. An initial challenge is that it would be very difficult to be a true specialist of learning, pedagogic, rhetoric and technology design, and thus the effort of creating a Persuasive Design (PD) model for TEL would appear to be an inherently multi-disciplinary task.
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Immersive Layers Design Exploring Culture
through a Persuasive Multimodal Interface Christian Grund Sørensen
Center for Computer Mediated Epistemology, Aalborg University, Denmark
The aim of this paper is to uncover possibilities for creating an interface design that
supports and enhances users in accessing content in a cultural mediation context. Context
is the EuroPlot-project (an EU-supported research project under EACEA) and in
particular the Kaj Munk Case. This case focuses on the dissemination of biography,
works, and impact history of Danish theologian, journalist, and playwright Kaj Munk.
In the course of developing relevant technology enhanced learning aids and identifying
persuasive learning designs it has become evident that challenges arise in the areas of
categorization, navigation and handling of complexity. It is also clear that challenges of
persuasion and immersion are a vital part of the communicative and reflective process.
It is thus necessary to provide designs of overview, persuasiveness, and immersion.
This paper suggests an Immersive Layers Design as a helpful tool. It is based on a
geographical layer, a temporal layer and a conceptual layer. These layers present access
keys to multimodal, digital content. Layers are dynamic and designed to facilitate
tangible functions to support intuitive cognition. The possible benefits of this approach
are discussed and several questions for further research are suggested.
This paper is mainly inspired by the insights of persuasive technology applied to learning
(Fogg, Gram Hansen et.al.), learning (Biggs & Tang, Bloom et.al, classical rhetoric
(Aristotle, Hasle et.al.), and conceptual assessment interface (Sørensen & Sørensen).
Keywords: Immersive Layers Design, persuasive technology, interface, intuitive
Introduction
In recent years digital resources have been made available for the public in a multitude of
different contexts. The apparently omniscient Internet provides most likely the most
comprehensive knowledge base gathered in history proving even voluminous encyclopaedias
pitifully unaccomplished in comparison. The Internet, however, would not possess this
richness and diversity, be it not for the content supplied by multifarious providers.
This is not least true in the area of cultural mediation. In a hypercomplex society (Qvortrup)
information is legion, however often also limited to dissemination in autopoietic subsystems
(Luhmann). Museums and cultural institutions face the challenge of reaching out to a broader
audience as the focus of these institutions is transcending from research and archival activities
to presentation and dissemination as the rationale for the economical investment (Falk,
Hooper-Greenville). The concept of public service thus calls for a contemporary and
medialogically relevant mediation of cultural content as is required in several contexts.
A challenge that was soon uncovered in the EuroPLOT-project is the complexity of the
content related to Kaj Munk. It includes theatrical plays, movie, sermons, newspaper articles,
novels, lyrics, secondary literature, historical accounts, and pictures. Obviously the formats of
this content are quite diverse which does support the necessity of a multimodal retrieval
system. Accessibility is partly accomplished with the Munk Study Edition of searchable,
annotated texts (Petersen & Øhrstrøm). A variety of other learning aids and content are also
available and an increase in multimedia learning aids and content should be expected in the
years to come.
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Presenting such complex information in a digital environment does, however, give rise to
several challenges for the optimal exploitation of this multimodal content:
1. Categorization – How may content be categorized as to support cognitive processing?
2. Navigation – How may content be simple and intuitively accessible for users?
3. Reduction of complexity – How may content be structured to enhance learning?
If the content presented is of a nature that calls for existential reflexion several further
concerns may be added:
4. Persuasion – How may persuasive principles and design optimize utilization?
5. Immersion – How may content presentation and architecture support reflective learning?
Obviously, this is merely a tentative list of initial issues that will be addressed here. The aim
of the paper is to suggest an approach to an Immersive Layers Design facilitating easy and
cognitively tangible access to complex and multifaceted content in the realm of culture.
Suggestions in this paper are generic though the examples are specific, rooted in the
dissemination of the life and works of Kaj Munk. At the same time this paper reflects on the
role of such an interface in a persuasive principle design process in line with a persuasive
learning design network.
Background The Immersive Layers Design – concept (ILD) is developed in context of the EuroPLOT
project (PLOT = Persuasive Learning Objects and Technologies), which is being funded by
the Education, Audiovisual and Culture Executive Agency (EACEA) in the Life-long
Learning (LLL) programme (2010-2013).
Part of this project is focused on the provision and dissemination of cultural content, the Kaj
Munk Case, which has been explored by Aalborg University and the Kaj Munk Research
Center. Kaj Munk (1896-1944) was a leading theologian, playwright, journalist and writer.
His works commented the political and philosophical issues of the era as well as existential
and religious subjects in a modern paradigm. Being executed by German authorities in 1944
his story adds to the history of Danish WWII resistance.
The mediation of Munk’s works and his significance is in the EuroPLOT-project done
through The Munk Study Edition (Petersen & Øhrstrøm). This application is based on an
EMDROS-database (Petersen 2004) offering fully searchable annotated texts of Munk’s plays
and sermons. The Munk Study Edition is supplemented with GLO’s (Generative Learning
Objects) (Hansen, Hansen, Sørensen, Øhrstrøm 2013). A tool has been developed with a
specialized focus on assessing amongst other things cultural mediation: The Conceptual Pond
(Sørensen & Sørensen).
Concept of Immersion
An immersive, digital environment may be a transforming factor in the mediation of culture.
The concept of immersion, and the terminology, is inspired by Janet Murray’s definition in
“Hamlet on the Holodeck”. Here the concept of immersion is linked to the narrative potential
of digital, multi-media storytelling and is expressing the full absorption into a new, digital
dimension. Immersion is described as “entering the Enchanted Place” (Murray p.99) and
connotations related to arousing interest, pleasure and cognitive/emotional engagement are
intuitive.
In the concept of Immersive Layers Design the term immersion acts as an adjective defining
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the overall aim of the learning process as supported by the interface. In Murray’s definition
immersion is a step to achieving two further steps of engagement, “agency” and
“transformation”. For the use in this paper no particular discrimination is made between the
various steps in the immersive process. The importance of the concept is connected largely to
the intended learning outcome rather than providing a framework for assessing the
progression of engagement. The assumption is though, that some dynamics in an immersive
process are vital.
Figure 1. Intended immersive processes
Glance Overview
Simple Complex
Manifest Conceptual
Beginner Expert
Initial interest Immersion
As displayed in figure 1. the intended immersive processes are based on an ongoing
progression in several areas of cognition leading to immersion, which is the defined gold
standard. This model may not be comprehensive but should account for the dynamics in the
creation of a cultural mediation system aiming at immersion.
From a traditional learning perspective similar general progression structures apply. Bloom’s
6-step taxonomy (Bloom) as well as the later 5-step SOLO model (Structure of Observed
Learning Outcomes) (Biggs & Tang) define intended learning outcomes and processes that
despite different terminologies are hardly contradictory to the immersion concept of ILD.
Rhetorical design
The Immersive Layers Design approach is based on the Ciceronian Aptum-model depicting
basic aspects of a communicative situation. The structural potential of a basic rhetorical
framework has intuitive advantages and mirrors fundamental structure in persuasive
communication (Hasle).
Figure 2. The Aptum model
1. Orator represents the initial communicator. In a complex technology enhanced learning
system This definition is not unproblematic. The ILD-system must facilitate access to content
from a variety of contributors, including the agile implementation of user generated content.
In the Kaj Munk Case contributors could be the Kaj Munk Vicarage Museum, the Kaj Munk
Research Center, facilitators of geocaching, teachers, contributors of digital content etc.
2. Scena defines the actual or intended receivers of the communicative content. Since the
intended audience of cultural mediation from cultural institutions is usually supposed to be
comprehensive due to public service considerations it is a substantial challenge in the Munk
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Case to address adequately. Also considerations must be taken to cognitive styles and learning
strategies (Riding & Rayner).
3. Res defines the material content and matter of the communication. The life, works and
impact history of Kaj Munk is a comprehensive subject that requires delicacy in discourse and
abundance in content. The subject is related to many sub-subjects of eg. historical importance.
4. Situatio marks the stage, on which the communicative act is taking place. In ILD this is
obviously in front of a screen. The interface may, however, be used individually, at a
museum, in a classroom or on a projector screen for an audience.
5. Verba is the aspect of eloquence. What communicative “words” and communicative
content is appropriate? Obviously, the variety of media related to the Munk Case interprets
verba in a multimodal, multimedia understanding.
The implementation of the Aptum model (Aptum = the appropriate, Greek) for Immersive
Layers Design may be criticised for lacking a scope of interactivity. In the context of this
paper interactivity is defined as a property to the relevant rhetorical parts.
Kairos design
The threefold structure of the present Immersive Layers Design is inspired by the rhetorical
concept of kairos. Acknowledging three aspects of kairos:
1. The opportune moment: Content is mediated at the contextually appropriate time.
2. The opportune location: Content is presented in suitable (virtual) geographical
surroundings.
3. The opportune manner: Content is mediated through the appropriate technology (or the
omission of technology).
This understanding of kairos as an important factor in learning and immersion is to some
extent implemented in the division of a temporal, a geographical, and a conceptual layer. A
focus on kairos is an important factor in designing the learning system. Suitable material
should be presented at the opportune moment, at the opportune location and in an opportune
category of mediation.
Persuasive design
A third design principle links to the Functional Triad (B.J.Fogg). This simple, triangular
model suggests three fundamental categories of applied interactive digital media.
1 Tool – increases capability
2. Medium – provides experience
3. Social actor – creates relationship
All three functions obviously have a potential in the Kaj Munk case. The tool function is
important for the learning system to facilitate learning. The user should be equipped with a
toolbox of knowledge, skills and procedural insight.
The experience aspect is no less important. Especially at the initial stages of the immersive
process experience is a vital factor. The use of visual media, sounds, videos, quests, applies a
more concrete experience to the Kaj Munk learning environment. Experience is also
important in the immersive process of personal reflection.
The social actor element should be explored and integrated further in the Immersive Layers
Design, especially possibilities of portfolio working, peer sharing and social media
connectivity.
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Immersive Layers Design
On the basis of these introductory yet fundamental concepts and definitions this paper
suggests an Immersive Layers Design centred around three different layers, each supporting
overview and exploration. In casu EuroPlot the three layers function as a joint interface for
the immersion into the time, life, works, and impact history of Kaj Munk.
Each layer has its own specific logic in categorizing and presenting content. Obviously some
content is more intuitively accessible through one specific layer than through the other layers.
Other content may be equally intuitively accessible through all layers.
In Table 1. each layer is labelled and commented with a number of properties being
significant to the particular layer. Some overlap is natural regarding the properties since layers
are designed to support user interaction and immersion and are not directly linked to the
underlying categorization of content and content mediation style.
Properties are sectioned into general properties, that depict obvious characteristics of the
particular layer, and persuasive properties, that refer to various functionalities supporting
persuasiveness. This persuasiveness entails some reference to the terminological framework
of BJ.Fogg but basically supports a more open approach to persuasive principles in learning
like the position argued in the EuroPLOT Persuasive Learning Design Framework (Hansen
WP3.1).
An important element og Table 1. is the depiction of certain learning values. Again, some
overlap may be natural. Nevertheless it is imperative that certain intended learning outcomes
or values are addressed in the design of the individual layer.
Table 2. Immersive Layers Design
Immersive layers design Layer 1 Layer 2 Layer 3
Description Geographical Temporal chronological Conceptual
General properties Visual, maps, pictures Timeline, time shudder Colour/picture based
Persuasive properties Explorability, virtual
locationbased, reducing
level of abstraction,
Explorability, simulation,
interaction,
Intuitive access,
overview, reduction,
handling of complexity
Learning value Reducing level of
abstraction, acquiring
understanding of
geographical context and
real-life events
Recognizing causal
events, exploring
timelines, reference to
world outside the Munk-
universe
Acquiring overview,
supporting reflection,
facilitating deep access to
knowledge systems,
linking content to other
layers
Geographical layer interface
The interface is designed with a focus on reflective experience as well as navigation. Since
geographical positioning or location is an intuitive point of approach for many users in many
contexts a visual presentation of this should facilitate cognitively appropriate overview.
Obviously the geographical layer may in some contexts be less relevant than other layers.
This is a context dependent question depending on the actual importance of location. In a
cultural mediation context as is the ecology of this paper location presumable is important,
and in the Kaj Munk Case this is definitely of substantial relevance.
In the Kaj Munk Case the geographical layer utilizes a historical map of Vedersø, the village
and rural area in which a great number of incidents related to the story of Munk are situated.
To support an intuitive historical immersion image is an aerial photo taken by Luftwaffe
during the last year of Munk’s life,1944. The obvious provenience of the photo supports the
war-like connotations and an emotional experience.
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Aerial zoomable out into a map of Denmark focusing on other areas relevant to the life and
work of Munk as well as a map of Europe. The less detailed map of Europe is important in
facilitating understanding of the historical development of fascism being a major source of
inspiration for Munk in many of his plays and leading up to WWII.
The geographical layer interface offers support for exploration. This may contribute to
reducing the level of abstraction thus providing a more relevant learning experience.
Temporal layer interface
Maps are designed to be zoomable on a temporal axis as well.
Moving dynamically from historically contemporary mapping to
contemporary mapping of present day. Overlying time layers
(maps/aerials) support a virtual time-travel. This supports the
immediate understanding of coherence between historical periods.
To mediate this understanding of chronology and kairos and a
time-line shudder controls morphing as well as presenting
contemporarily relevant pictures and e.g. WWII video clips in the
periphery of the interface. Sounds support the visual experience.
The shudder allows interactive movements back and forth in time
supporting an intuitive comprehension of development in historical events.
Supporting interactivity maps are zoomable with access to multi-media experiences
supporting the experience of independent immersion into the learning environment. This is
done by providing abundance, so the user experiences persuasion through the element of
choice.
Figure 3. Temporal layer dynamics (reduced)
Overview: Map Aerial 1944 (Luftwaffe) Airial 1945 (RAF) Maps/photos Google Maps
Content: Fascism Plays Sermons WWII Biography Impact history Contemporary reflection
Figure 3. displays a very simplified concept of the timeline. The temporal layer may be regarded as a
dynamic version of the geographical layer adding temporal flow and temporally relevant content to the
overview. The special learning relevance lies in the causal events imaging and timeline exploration.
Conceptual layer interface
The conceptual map level facilitates browsing through subjects, ideas and works. This layer
leaves the tangible metaphors of location and time. Nevertheless, it is important to support
and emphasize a concentration on ideas and discourse as this is a vital factor in immersion as
well as an often less recognized part of understanding a cultural subject in depth.
Figure 4. displays a simplified model of the conceptual layer interface. A number of key
issues and concepts in the works and thinking of Kay Munk are displayed in a way that
privileges content relevance and conceptual neighboring . Categorization is thus done with a
focus on issues and concepts featuring in the same discourses of Munk rather than a more
formalistic categorization.
In the actual interface design coloured areas are designed to merge neighboring issues and
concepts in a pursued seamless interface. Colours are omitted in this reduced model to
enhance overview.
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Figure 4. Conceptual layer overview (reduced)
A relevant example could be that of a user approaching the existential issues treated in
Munk’s play The Word (1925) (marked with a dotted circle). A number of issues such as
Christianity, atheism, faith, miracle etc. are of evident relevance and a simple mouse-over
procedure may highlight links from this interface into the archival and learning material of the
complete compilation as well as external links.
Using this interface should support the user in finding not only information about relevant
concepts and issues bit even more acquiring an impression and understanding of the
connection between the individual concepts and issues with the intention of facilitating a
deeper level of immersion.
Conclusion
Much good work is done in the area of producing content for digital mediation of culture. In
the Kaj Munk Case this includes fully searchable databases of plays and sermons. It includes
geocaches on site. It includes smaller, learning objects in the shape of Generative Learning
Objects. It also includes a vast number of articles, pictures, video footage, background
information etc. The challenges of categorization, navigation and reduction of complexity
remain all the same.
This paper aims to facilitate a new kind of overview and tangible user interaction by
suggesting the Immersive Layers Design as a framework for supporting such cultural
mediation. This is done through supporting and enhancing immersive processes with the user
through simple, persuasive principles. Introducing kairos as a framework seems to benefit the
simplicity and persuasiveness of the Immersive Layers Design.
Learning contexts linked to temporal sequence do not necessarily need a special interface for
overview (Sørensen). In case of complex learning environments featuring comprehensive
learning material and multimodal technology enhanced learning some kind of persuasive
interface appears needed in order to reduce complexity.
Immersive Layers Design is a suggestions for such an interface.
Further research
A model the Immersive Layers Design needs to be tested in relation to different learning
contexts. A refinement would also be helpful especially in the field of concept categorization.
The core of this categorization is a delicate content annotation being sensitive to not only a
phrase, a picture or a piece of multimodal content in itself – bur also to the neighboring
relevance to other issues and concepts.
A further field of study is whether this Immersive Layers Design is relevant in a cultural
mediation context only, or whether some of the insights may be stretched into other learning
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environments. In any event, it is evident that the close relationship between media content and
interface is a vital issue for future exploration. Amount of cultural content is rapidly growing.
Finding the right and helpful and way through the digital labyrinth is becoming even more of
a challenge.
References
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International Conference on Persuasive Technology”, ACM New York 2009
Gram-Hansen, S.B., Scharfe, H, Dinesen;J (2011) D.3,1 Persuasive Learning Design Framework 7/2011
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Kaj Munk Case
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4744. Springer
Hasle, P. (2006) The Persuasive Expansion - Rhetoric, Information Architecture, and Conceptual Structure, in
ICCS 2006, H. Schärfe, P. Hitzler, and P. Øhrstrøm, Editors. 2006, Springer
Hooper-Greenhill, E. (2004): Measuring Learning Outcomes in Museums, Archives and Libraries: The Learning
Impact Research Project (LIRP), International Journal of Heritage Studies, 10:2, 151-174/2004
Murray, Janet (2007) Hamlet on the Holodeck: The Future of Narrative in Cyberspace, New York 1997
Riding, R. & Rayner, S (2000) Cognitive Styles and Learning Strategies., London
Petersen, Ulrik (2004). Emdros - A Text Database Engine for Analyzed or Annotated Text. In: ACL, COLING
2004 Geneva, 20th International Conference on Computational Linguistics, Volume II. Proceedings, pp.
1190-1193.
Sandborg Petersen, U. & Øhrstrøm, P. (2010) Det Virtuelle Forskerværksted for Kaj Munk Studier in
Munkiana, 44/2010
Grund Sorensen, C., (2013) Easter on Twitter - a Digital Pilgrimage on the Mobile in “Viva Vox Evangelii”,
Evangelische Verlagsanstalt. Leipzig
Grund Sorensen, C. & Grund Sørensen, M. (2013) The Conceptual Pond – a Persuasive Tool for Quantifiable
Qualitative Assessment in “Emerging Research and Trends in Interactivity and the Human-Computer
Interface”, IGI Global
Tørning K., Oinas-Kukkonen H. (2009) Persuasive System Design: State of Art and Future Directions. ACM
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A Unified Framework For Analysing, Designing And Evaluating Persuasive Technologies
Isaac Wiafe School of Technology
Ghana Institute of Management and Public Administration Achimota, Accra - Ghana
[email protected] Abstract: Methods for designing persuasive systems continue to be a challenge and although some frameworks have been proposed to remedy this, they are all characterised with limitations that impedes their effective usage. In light of this, we propose the Unified Framework for Analysing, Developing and Evaluating persuasive technologies (U-FADE), which integrates key concepts in the Persuasive Systems Development model, the 3-Dimensional Relationship between Attitude and Behaviour model, Persuasive Pathway Model and Persuasive Technology Onion to address this limitation by providing a stepwise approach to facilitate persuasive technology design. The proposed integrated framework is conceptual and thus there is the need for further studies to investigate and demonstrate how it can be put to use. Keywords: Systems design, behaviour change, models and frameworks, strategies
Introduction
Persuasive Technology (PT) designers are faced with issues regarding design methods. This may be due to the fact that it is considered as a relatively new domain in Information Systems (IS) development. Methods such as the Persuasive Systems Design, (PSD) Model (Oinas-Kukkonen and Harjumaa, 2009), the Behaviour Wizard (Fogg and Hreha, 2010), the and the Persuasive Tool Kit (Saidin, 2011), fail to provide all the relevant information needed for designing PT applications. This impedes their effective usage. Mostly, these frameworks do not consider the changing needs of users, and persuasive systems or applications that employ these methods become obsolete with time.
Although one can argue that the 3-Dimensional Relationship between Attitude and Behaviour (3D-RAB) model (Wiafe et al., 2011b) attempts to cater for issues regarding changes in users, it also failed to provide a holistic approach to persuasive application design. This study therefore proposes the Unified Framework for Analysing, Designing, and Evaluating persuasive systems (U-FADE). The framework seeks to address some of the existing limitations of PT design approaches by bringing together and modifying key concepts from various methods. Particularly, it provides steps and tools that can be used at each stage during the design of PT applications.
Due to space constrains, the paper starts with the general overview of U-FADE followed by discussions on the various stages of the framework. At each stage, the theoretical underpinnings for the suggested tools are discussed. This is followed by discussions on practical implications of U-FADE and a conclusion.
Analysing, Designing and Evaluating Persuasive System
The U-FADE borrows it key principles and concepts from the PSD model. The PSD model is one of the most comprehensive frameworks for developing persuasive systems. It consists of
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three main phases that is based on the principles that before a successful persuasive system is designed, the designer needs to i) understand key issues behind the development, ii) analyse the persuasion context, and iii) ensure that the system demonstrates a specific set of qualities or features. Oinas-Kukkonen and Harjumaa (2009) claimed that seven postulates needs to be considered during design. Two of these relates to the designer’s assessment of the user, two on persuasive strategies, and three on the system features. Although, the PSD model presents an interesting approach to PT design
designers may find it challenging in applying it effectively. This is because the information it provides is not sufficient to guide the designer on how to perform the activities mentioned in the model. For instance, even though it argues that the selection of appropriate routes, methods and strategies is necessary for designing an effective PT, it fails to provide information on how to select routes, massages and strategies. In addition, the PSD model assumed that once a system is fully functional or operational, behaviour change would be achieved. This is because it does not consider the evaluation of behaviour and how to readjust the system to cater for changing needs of the user; although Oinas-Kukkonen and Harjumaa (2009) acknowledged the need to incorporate changes in user needs. Räisänen et al. (2010) argued that although the concepts applied in the PSD model are useful, it would be more appropriate to incorporate other models into it. In this regard, we proposed the U-FADE (see figure 1), a framework that expands the PSD model to guide designers on how to perform analysis by providing tools at each stage. U-FADE consists of three main layers. The first layer presents the five stages involved in designing PT which are: Event Analysis, the Persuasive Strategy, Systems Features, Development and Implementation and Behaviour Change evaluation. The second layer consists of the various activities and outcomes that are expected to be perform at each particular stage whereas the innermost layer suggests tools that can be used for the suggested activity. In total U-FADE suggest that four main tools are useful for the design of PT applications. Below is a discussion on the various stages of the model.
Event Analysis The initial stage in U-FADE is Event Analysis. It consists of Use Context and User Context analysis. As explained by Oinas-Kukkonen and Harjumaa (2009) Event analysis enables designers to analyse issues which are peculiar to the problem domain. It highlights the internal and external factors that affect the individual to change or maintain a behaviour. U-FADE proposes that two tools are useful at this stage: the 3D-RAB model for User Context analysis and the Persuasive Technology Onion (Wiafe et al., 2011a) for Use Context analysis.
Figure 1: A Unified Framework for Analysing, Designing and Evaluating persuasive technology (U-FADE)
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User context In User Context, the 3D-RAB model facilitates analysis by categorising users into 8 states based on variations in their cognitive dissonance. It provides information on target users in terms of their Current Behaviour (CB), Attitude Towards Target Behaviour (ATTB) and Attitude Towards Changing/Maintaining Behaviour (ATCMB). Wiafe et al. (2011b) defined CB as the existing action of a person in relation to the environment and ATTB as the like or dislike for a target behaviour. ATCMB measures the agreement or disagreement of a person in relation to a change in a negative behaviour or maintenance of a positive behaviour. A user or a potential user of a PT application is therefore considered to be in one of these states at any time by assessing the parametric permutation of values (positive/negative) for each of the three factors. It argues that persuasion is achieved when users move from an undesirable to a desirable state. State 1 is considered to be the most desirable state with all factors being positive and state 8 is the worse cases state with all factors being negative. Different issues present different challenges and improper design analysis may not factor the target user’s evaluation of the issue at stake. As compared to other models, the 3D-RAB model focuses on intrapersonal factors of persuasion. These are factors which may serve as internal motivators or impediments for a user to change his or her behaviour (Aronson, 1997). Specifically, the 3D-RAB model expands the cognitive dissonance theory (Festiger, 1957) for the purpose of PT design. Use context The information obtained from User Context analysis serves as an input for the Use Context analysis. The Use Context addresses issues which are domain specific. As PT focus on methodologies and tools for developing persuasive systems in addition to studying the organisational, social and end-user impact, it should incorporate the analysis of surrounding agents and systems which have direct and/or indirect impacts on its success. In particular, it should identify how changing certain key activities or personalities within the community or the target group can facilitate a particular change in behaviour or attitude (Wiafe et al., 2011a). This is because PTs are expected to operate alongside other behavioural change activities within the society. Thus it is imperative for designers to consider these issues and factor them into design. U-FADE proposes that the Persuasive Technology Onion, PTO
proposed by Wiafe et al. (2011a) facilitates the Use context (external) analysis. Informal activities of change in relation to the dissonance state of the user (identified during the User Context) should be studied first. This is the Natural Attitude or Behaviour Change, NABC (Wiafe et al., 2011a). NABC consist activities within the immediate environment that changes the user’s behaviour or attitude naturally. This can be motivated by cultural, social, norms, beliefs, ethics, commitments, values, etc. Although these issues are generic in terms of all IS design, it is particularly important for PT
Table 1. Relationship in 3D-RAB adopted from Wiafe et al. (2011b)
Stat
e
CB
ATT
B
ATC
MB
Stab
ility
Targ
eted
st
ate
1 + + + Stable (+) 1 2 + + - Unstable (+) 1 3 + - + Unstable (-) 1 4 + - - Unstable (-) 2 or 3 5 - + + Unstable (+) 1 6 - + - Unstable (-) 2 or 5 7 - - + Unstable (-) 3 or 5 8 - - - Stable (-) 4 or 6 or 7
1
36
8
74
52
Promote
Prevent
Figure 2: The 3D-RAB model (Wiafe et al. 2011b)
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design because the main objective is to change behaviour or attitude and NABC analysis facilitates the identification of issues which are within or beyond the control of the designer. Accordingly, a designer can identify possible issues that affect target users. Issues concerning the physical appearance of the environment, the existing culture, behaviour of peers etc. all needs to be considered. Due to the complex nature of behaviour change analysis, there is no single specific method for collecting all information regarding natural behaviour or attitude change. This is because each situation presents different challenges in obtaining such information. Thus the designer must use various techniques to ensure that adequate and necessary information are gathered. Methods may include informal interviews, observations, previous experiences, etc. Another form of information that the designer needs to know about the user is the Planned Attitude or Behaviour Change (PABC). This elaborates on existing methods which are being used to change the users behaviour intentionally (this includes automated and non-automated approaches) and it may or may not include the targeted change. Most organisations, associations, employers, government legislature, among others define rules and regulations for their members to ensure that they behave in a particular manner. Such planned activities may promote or impede the target behaviour and there is therefore the need to identify and plan accordingly. For instance, in smoking cessation this type of analysis may provide information on target users who may be using smoking for stress management, since some individuals smoke to manage stress (Kassel et al., 2003). As compared to NABC, PABC is dominated by procedures that are “well-defined”. It provides how formal rules have been outlined to enable people to behave in a particular manner. It is emphasised that the distinction between PABC and NABC overlap in some cases. Hence what may be considered as a PABC factor in one context may be an NABC in another context. However, the essence is to identify the external factors that affect the user at a particular targeted state thus a swap in factors would not affect the analysis.
Persuasive Strategy The persuasive strategy considers how to craft the message (message pathway) and what technology should be used as a channel for persuasion. In applying the Elaboration Likelihood Model (ELM) (Petty and Wegener, 1999) to the 3D-RAB model, Wiafe et al. (2011b) proposed the Persuasive Pathway Model (PPM) (Wiafe et al., 2012). In U-FADE, PPM serves as a tool for analysing the persuasive strategy. It facilitates the identification of possible paths, selection of appropriate paths and selection of systems features. This is inspired by the fact that elaborated routed messages are more useful in inducing attitude change. An individual will careful evaluate the merits of a message before accepting or rejecting it, whereas peripheral routes present cues and heuristics that affect one’s behaviour without necessarily changing attitude (Petty and Cacioppo, 1984).
Identifying possible persuasive paths In PPM, transitions to states that involves attitude change focuses on using elaborated messages since they consist of logical arguments. Elaborate routes are effective for long term
Figure 3: The Persuasive Pathway Model (Wiafe et al. 2012)
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attitude change whereas transitions to states that involve behaviour change need to use peripherally routed messages; as they are simple and effective in changing behaviour. Figure 3 is the PPM showing types of routed messages that can be applied to facilitate a change in state. The content of the message in each route may vary depending on the intention of the message (either targeting ATCMB or ATTB). For instance although transitions from state 8 to 7 and 7 to 5 will both use elaborated routed messages, the content of message in 8 to 7 needs to focus on encouraging attitude towards change whereas that of 7 to 5 needs to focus on attitude towards behaviour. Selecting appropriate persuasive paths The order in which persuasive messages are presented is relevant (Wiafe et al., 2011b), thus the need for selecting appropriate paths. However, although elaborated routed messages are useful in attitude change, they are more effective when the targeted user is motivated enough and have the ability to process the information (Petty and Wegener, 1999, O’Keefe, 2002). This is because the receiver needs to process the information by performing “internal” logical arguments before accepting the message. Consequently, presenting messages through elaborated routes to target users in state 8 for instance will be less effective. Users at this state have less interest in the target behaviour and may not be ready to indulge in issues that need detailed cognitive processing. Messages that are counter-attitudinal to the receiver evoke unfavourable thoughts and are less successful. Hence, it is appropriate to present peripheral messages first to such individuals to encourage behaviour change before elaborated messages are presented to target attitude change. As elaboration increases, the user’s application of heuristics (peripheral messages) diminishes and they turn to scrutinise the message and attempts to make meaning of it. Thus elaborated routes become useful. However, since the 3D-RAB model advocates for various paths that can be used for persuasion, designers may also consider other possible paths during design if it is envisaged that this approach is not appropriate in a particular context. The technology U-FADE considers technology as part of the Persuasive Strategy as compared to the PSD-model which advocates for technology to be study as part of the Event. Considering the selection of technology as a strategy enables the identification of appropriate technology for PT development, instead of limiting system functionality to suit a predefined technology. By this, the designer is capable of identifying the most appropriate technology for a particular problem in terms of purpose, availability, ease of use and acceptance. In cases where one is constrained to a predefined technology, it is considered to be a constraint to strategy. U-FADE therefore suggests that in selecting hardware for persuasion, designers should i) identify hardware which are familiar to targets users, ii) select those that the application can be deployed on and iii) select those that are readily available. Where the application cannot be deployed on any of the available hardware the designer should ensure that any new hardware introduced is easily accessible and also easy to use.
Systems Features Persuasion consists of a number of activities which may be overt or covert and thus it is almost impossible to identify what actually makes people change their behaviour or attitude. Yet it is imperative for researchers to identify methods that can guide the selection of system features during persuasive design. Although the system features proposed by Oinas-Kukkonen and Harjumaa (2009) all support peripherally or elaborated routed messages depending on the context and target users, some can be considered to be more appropriate for any particular route. Table 2 is lists of possible system features categorised according to the type of message they readily promote.
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Table 2. System features supporting either elaborated or peripheral route
Feature Example implementation Pr
imar
y T
ask
Supp
ort
Elaborated Tunnelling Smoking cessation Website offers information about treatment opportunities after a user has taken an interactive addiction test
Self-monitoring Users monitor their daily physical activity on how much calories they burn in a day
Simulation Cigarette packs with before and after images of lung disease which are results of smoking
Rehearsal A flying simulator Peripheral Personalisation User are able to change the graphical layout of a weight management app
Reduction In Amazon user details are store and presented in their next visit to reduce personal data input to encourage purchases
Tailoring Personal trainer website provides different information to users who are beginners and those who are not
Dia
logu
e Su
ppor
t
Elaborated Suggestion Weight management app suggests alternative meals that are healthier Social Role An avatar playing the role of a social worker who advice and provide
emotional support for smokers to quit Peripheral Rewards Users compete for the most decorated virtual pet by following their diet
and physical activity plan in a weight management app Reminder A PDA health adviser reminds users to rest their wrist whilst using a PC Similarity Slang names can be used to make teenage users associate their lifestyle
with an application Liking Cartoons can be used to encourage children to read Praise A virtual coach can provide positive feedback when users perform
physical activity
Syst
em C
redi
bilit
y
Elaborated Expertise A company’s websites provides information on their core know-how Verifiability A website for quitters provides links to support the facts it displays Authority Website quotes an authority such as a statement by a UK NHS
Peripheral Surface Credibility
UK NHS logo on a weight management website
Trustworthiness Company website provide information related to its products rather than providing marketing information
Real-World Feel Company websites provides possibilities to contact specific people and ask questions or get feedback
Authority A website with statements and quotes made by state health officials
Soci
al S
uppo
rt
Elaborated Social Facilitation
In a mobile lifestyle coaching, users can be divided into groups and they can see their group members actual performance
Social Comparison
Users of an application share and compare information relating to their quitting methods
Peripheral Social Learning A shared fitness journal in a mobile app to encourage physical activity Recognition Names of successful quitters published on a quitters website Competition Users compete for highest weight loss of in a weight management app Normative Influence
Possibility of challenging friends and relatives in a weight management app
Transition description cards U-FADE proposes the use of a tool to summarise the entire analysis preformed. This is the Transitions Description Cards (TDC) (see figure 4). This summary provides specific information on how each of the transitions in the selected pathway would be implemented, and it is recommended that a TDC is completed for every transition from one state to another within the selected path. The proposed card is expected to contain information regarding the two states involved in the transition and highlights the previous state, the current state and the next targeted state. In addition it includes information on the general description of the targeted behaviour, the targeted state, the specific user description and transitions which
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favours the target behaviour among others. TDC facilitates the development and implementation stage and it enables the designer to focus on requirement without referring to other documents used for analysis during the implementation stage. Figure 4 is a TDC template for transition n1 to n2, where n0 is the previous state of a user.
Transition: n1 → n2
Target Behaviour: State the behaviour that is expected of target users. This should be specific and overt and measurable. (This information can be acquired from the 3D-RAB model analysis) Assumptions: Lists all the assumptions related to the transition. Also provide information on what happens when assumption is false. (This is obtained from the Event Analysis) Constraints: List all identified factors that may impede the progress of transitions. (This is obtained from the Event Analysis) List of possible paths: List all possible paths identified from the initial user state to the targeted state. (This is obtained from the Persuasive pathway model)
Selected path: State the selected path for persuasion Previous state: n0 Mention the state prior to the current state
Description of Previous state: Describe the characteristics of the previous state and mention any known issue that may affect the transition. (This obtained form 3D-RAB model) Selected system features: List all selected system features to be used in the transition (This is obtained from system features analysis)
Selected technology: List technologies identified for the transition (This is obtained from the persuasive strategy analysis)
Comments: State any comment that is necessary in relation to the transition
Figure 4: Transition Description Card (TDC) template
Development and Implementation The development and implementation stage of the framework comprises generic features of the classic software development approaches and thus it is not discussed. However it is recommended that particular attention should be given to ensure that the approach used favours the design processes.
Evaluating Change PTs can result in changes which may be desirable or undesirable (Berdichevsky and Neuenschwander, 1999). In some cases there may be no change at all. Thus it is necessary to evaluate that actual change that occurs during the use of a PT application. This is one of the benefits of using the U-FADE framework since existing methods for design do not provide means for accessing the intended change. In U-FADE it is argued that the 3D-RAB model is useful for this analysis. Designers need to perform a “before and after” analysis to identify how target users have changed (moved from one state to another) over a period of time. The main benefit of using the 3D-RAB model for such investigations is that it is capable of identifying specific state changes which may not be overt, yet has an impact on behaviour. For instance, after a period of using a smoking cessation PT application the persuader may observe that a user who was in state 8 have moved to state 6 (change his attitude towards target behaviour, yet continue to smoke). This can inform the persuader on what to do next although an overt change was not achieved. It is recommended that an assessment plan is made to specify the frequency of behaviour change reassessment.
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Design Implications and Conclusion
From the discussions above it can be observed that U-FADE overhauls existing processes for analysing and designing PT applications. The stepwise approach proposed by U-FADE and its provision of tools at each stage of the analysis is novel and useful since designers would be capable of performing analysis with informed methods. Currently, there is no existing approach or method that is used for the selection of system features, thus resulting in the ad hoc approach used by most designers. The approach suggested by U-FADE can guide designers on the selection of system features targeting either peripheral or elaborated messages, however it is emphasised that it does not guarantee the selection of the most effective method for persuasion. Rather it provides a thinking system that guides the designer during the selection process. In addition, with the provision of methods that can be used to categories users based on the levels of cognitive dissonance state and the behaviour reassessment tool, designers can automate the behaviour assessment process as part of the persuasive application. This will make it possible for the system to automatically change the persuasive message and strategy presented to users to suite their current state: an activity that is characterised with human persuaders. In conclusion, U-FADE simplifies and suggests tools for analysis and design of PT systems, however there is the need for further studies to assess the practicality and applicability of such a framework. This will provide practical and empirical evidence of its strengths and weakness.
References
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and context across stages of smoking. Psychological Bulletin, 129, 270-304. O’KEEFE, D. J. 2002. The persuasive effects of variation in standpoint articulation. Advances in pragma-
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Assessment and Learning Success
For any kind of learning, it is important to assess the success of the learning, to ensure that the
learning outcomes have been achieved and that the learner has actually learned the material that
was taught in the teaching process. For measuring this success, assessments are required, which can
be either formal or informal. This is the same in both human-taught learning as well as in machine-
controlled automatic teaching systems.
In the persuasive learning approach, also the assessment is to be based on persuasive design
principles. In their paper, Gottschalk and Winther-Nielsen investigate the use of such persuasive
concepts for monitoring students’ learning success.
Another interesting aspect in persuasive learning is to measure the actual degree of motivation and
persuasion, which Eric Brangier and Michel Desmarais have investigated in their paper.
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Persuasive skill development: On computational surveillance strategies for modeling learning statistics with PLOTLearner
Judith Gottschalk, Aalborg University, Nyhavnsgade 14, 9000 Aalborg
Nicolai Winther-Nielsen Fjellhaug International University College Denmark, Frederiksborggade 1.B.1,
DK-1360 Copenhagen K
The hypothesis this paper is based on is that computational surveillance within computer-assisted
language learning [CALL] systems helps teachers to give their students detailed feedback and
enables the computational system to give response to students. We discuss this hypothesis and
give as example research work in progress on PeLLITS, short for a Persuasive Intelligent Tutoring
System, which is an extension of PLOTLearner. As a result of the data mining it is possible to
derive and model learning statistics by using the formal kernel of Item Response Theory [IRT]
which has been proposed by Rasch in 1960 and is now used in a paper by Metsämuuronen from
2013. This way we integrate a feedback-loop in our CALL system to achieve a behavior change
in the student. Surveillance and tailoring are essential to persuasive learning with our CALL
system as this customization supports the application of modern learning theories in which
communication and feedback is crucial, following the theory of leaning design formulated by
Laurillard (2012). With the implementation of IRT in our CALL system, it is possible to predict
the students' learning progress and to give the teacher the opportunity to gently guide student at
the right point and with the best feedback. We also discuss the ethical aspects. The computational
implementation of this additional module to the online application of PLOTLearner is supervised
by Claus Tøndering, developer of PLOTLearner, who is the executive programmer and trains the
lead author of this paper in implementing the model developed in this paper.
Keywords: Computer-assisted language learning, surveillance, tailoring, feedback, learning
statistics, IRT, learning progress predication, persuasion
1 Introduction
Measuring learning statistics through computational surveillance and derived via data mining
algorithms can support persuasive teaching in computer-assisted language learning [CALL] systems.
This is the hypothesis this paper deals with. We discuss how monitoring and predicting learning
progress is being used in research work in progress on an intelligent tutoring system called Persuasive
Language Learning Intelligent Tutoring System [PeLLITS] which is an extension of the database-
driven CALL environment PLOTLearner (cf. http://bh.3bmoodle.dk/).
Currently PLOTLearner is being repurposed as an online application, Bible Online Learner
(http://pltest.3bmoodle.dk/), developed by programmer Claus Tøndering. In the new project we use
logged data on learner performance from this repurposed version of PLOTLearner as input for
modeling learner statistics to be used by students, peers and teachers. The ultimate goal of the new
project is, however, to emulate the presence of an artificial tutor as a learning supervisor in a virtual
and interactive world. The development of PeLLITS is still in the beginning; its architecture has been
developed in Gottschalk (2012), where it is also described in length.
The current status of PeLLITS is: It has a web interface for facilitators and learners using
PLOTLearner which we call Learning Journey Online. Various data mining algorithms and the
formal IRT-based framework used by Metsämuuronen (2013) will enable the facilitator to in
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gathering information on the learning progress of a student. This is statistically evaluated to give an
overview of the students learning progress. The system can show the learning progress in detail, using
graphs and tables. It can give advice on where the student needs further support and where he or she
should focus on in grammatical drills, and it can predict the students learning progress as shown in
the screen-shot of the Learning Journey Online in figure 1. The surveillance module collects data
when learners choose to submit their learning statistics to the system. Based on the learning statistics,
the facilitator can give a direct and informed feedback to the learners, and learners can direct their
own learning project through the feedback from the system. This way they are able to tailor their own
learning course via surveillance. The generated feedback loop will effect a change of behavior
towards improved learning skills, which is one of the persuasive functions identified by Fogg (2003).
Figure 1: Screen-shot from Learning Journey Online
The system is inspired by experimentation in a course taught for the EuroPLOT project by Nicolai
Winther-Nielsen at Fjellhaug International University College Denmark in Copenhagen. During this
course he developed and tested the 12 introductory sessions which are delivered as open learning for
EuroPLOT (http://bh.3bmoodle.dk/course/view.php?id=2 login as guest). In this classroom students
used PLOTLearner and gave feedback on their learner experience in oral discussions during class as
well as in e-mails, and the students forwarded their learning statistics for two months during this
course. Both EuroPLOT’s PC version of PLOTLearner and a new online application, Bible Online
Learner, can manage upload to a server, and our project uses these uploaded data as input for the
Learning Journey Online. Without this solution the teacher has to analyze the learning statistics by
hand when he or she wants to provide feedback for the learner. This is both a time consuming task
and it depends to a high degree on the teacher’s previous experience of how students usually develop
their language skills when making specific errors. The course design of the lecture using
PLOTLearner was inspired by the idea that the learners are self-directed.
The research questions the current paper deals with are: 1) How does a persuasive approach to
learning statistics look like? 2) What are the formal requirements on a statistics module which is
designed to support tailored learning in a CALL system via surveillance?
Choosing a formal approach to the prediction of learning progress which employs surveillance
naturally raises ethical concerns because it is possible to predict learning progress in learners. The
paper discusses the ethical dimensions of surveillance in persuasive learning.
The paper is organized as follows: Section 2 discusses how surveillance can be persuasive and argues
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that a feedback-loop which is created via surveillance and interaction with the CALL and the teacher
will have a persuasive effect on the learner. Also ethical aspects are discussed in this section. In
section 3 the formal framework for a statistics module based on Metsämuuronen is laid out.
2 How surveillance can be persuasive
The principles of persuasion that inspires our surveillance module was set out by Fogg (2003) in his
introduction to Persuasive Technology. A decade of research into the role of the computer as a
persuader suggested its potential for “adaptive education and training products that tailor motivational
approaches to match each individual learner” (Fogg 2003:246). The PLOTLearner project has
focused on how exactly technology can persuade learners and change the way they act and learn (cf.
Winther-Nielsen ms b).
The development of the surveillance module aims on the one hand to be accessed by teachers and
learners by a simple web interface which will enable them to keep track of the students' learning
progress and on the other hand to assist the student in self-monitoring his or her own learning progress.
We define surveillance according to the theory of Persuasive Technology: “One party monitors the
other party to modify the behavior in a specific way” (Fogg 2003: 46), and this is a common technique
to persuade people to change their behavior. The approach chosen is uncovered monitoring; it
persuades the learners in their learning by given instant and corrective feedback relative to the practice.
As it has been explained in Laurillard (2012) and been exemplified in Gottschalk (2012), feedback is
what most users of software for computer-assisted language learning desire. Surveillance is a way to
provide this kind of feedback via detailed learning statistics, because it supports both the teachers and
the CALL system in giving detailed feedback on the students' progress.
Figure 2: Persuasive architecture (Winther-Nielsen ms a: 7)
The persuasive architecture which Winther-Nielsen (ms a: 7) has developed for PLOTLearner is
based on Fogg (2003), proposing only a slight modification of the architecture of a persuasive tool.
Winther-Nielsen differentiates three levels in the development of ability and motivation through
computer-assisted language learning. The first and simplest method to enhance ability is reduction
which is well-known from quizzes satisfying the learner’s basic need for reviewing knowledge and
memorization. A more sophisticated approach is tunneling. It proceeds in predefined learning
progression. Such a predetermined sequence enforces automated results in mastery however it also
limits freedom. The most persuasive activation of ability is achieved however via tailoring. In such a
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persuasive technology the training is adjusted to the learners’ knowledge level, age, learning style,
progression, goals and other highly individual parameters which are related to vocational needs.
It is tailoring which is supported by the PeLLITS technology. Detailed feedback based on learning
statistics will make it possible to adjust the whole learning process according to the statistics results
and the specific needs of the student. By choice of the student, the teacher receives a detailed learning
profile of this learner’s previous practice. Based on this profile the teacher can adjust his or her
teaching according to the individual needs and goals of the learners. The teacher can intervene and
provide the student with feedback and advice. Since the student gets feedback by the facilitator based
on the learning statistics the student can as a self-directed learner focus on the teacher’s advice and
adjust her or his learning according to it.
The other branch of Winther-Nielsen's architecture is motivation with similar functions and set up in
a parallel track to focus on increasingly persuasive feedback. In the traditional curriculum, the first
and often only motivational factor is conditioning which is caused by fear of failing the exam, but
rewarded by the hope of acquiring a certificate. This is at the core of learning technology with simple
exercise functions and instant conditioned feedback. At the next more sophisticated level of
motivation surveillance will offer learners the choice to voluntarily share their outcomes with teachers,
fellow learners, or in an open community. Using logged data on activity, an offer to receive more
instructional help could motivate learners to improve on their learning processes. Furthermore, they
could be given the opportunity to attain a certain status as a good gamer in a competition with other
learners or to become the best helper in collaboration among peers. However, Winther-Nielsen (ms
a) assumes that the ultimate persuasive system will be based on self-monitoring as in this case self-
directed learners experience the freedom of being able to actively explore the learning environment
and plot their own personal course through the learning content. In this way they are persuaded to
plan their individual learning journey based on a visualization of progress and they can respond to
the right kind of corrective feedback. Hence, the ultimate language learning system envisioned by
Winther-Nielsen uses artificial intelligence and natural language processing to record the individual’s
processes and outcomes and measure performance on language learning tasks. This system
automatically adapts to individual learner differences and learning processes through tailoring and it
primes the student for learning tasks thanks to surveillance and self-monitoring.
It is predominately the addition of a further feedback element to the learning circle which makes the
system persuasive. In the current version of PeLLITS this is surveillance, but in the long run PeLLITS
will be enhanced and developed into a self-monitoring system using artificial intelligence as
envisioned in Gottschalk (2012).
While Fogg's approach to persuasion has inspired work on PLOTLearner and PeLLITS, the
pedagogical approach for both is mainly based on the robust theory of design for learning which has
been introduced in Laurillard (2012). It defines what makes the system persuasive. Laurillard's
framework models the interaction between learners, facilitators and the learning environment.
Laurillard's model of conversational theory is used to visualize the processes involved in learning
from an external environment of a teacher (cf. Winther-Nielsen ms b). Laurillard's approach from is
reproduced in figure 3, adding the surveillance part to her system.
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Figure 3: Surveillance added to the model of Laurillard (2012: 60)
In Laurillard's (2012: 60) approach learners use their personal goals and the current organization of
learning spaces to select a desired practice which will generate learning actions on the external
environment. As Laurillard explains, learners use actions which are modeled by the teacher or even
results of own actions to modulate and build practice and capability. If a teacher is present in the
learning cycle, there is also the possibility to learn through direct communication. Explanations and
comments from the teacher or the learning environment enable the learner to develop a conceptual
organization of the learning environment. This is shown by the elements (CT) and (FT).
It is specifically this part of the learning cycle described by Laurillard which is supported by the
surveillance module. The reason is that surveillance activates a feedback circle which results in a
behavior change in the student as he or she can adjust the learning progress according to this particular
aim. This aspect of the system makes the statistics agent a tool for persuasive learning.
However, the use of surveillance in CALL raises serious concerns of ethic nature. The role of
surveillance in persuasion has been discussed at length in Fogg (2003) and in Jespersen et al. (2007).
Both note that surveillance makes it possible to change behavior, however this only works if the
students know that they are monitored. This surveillance element might raise memories of the
Panopticum introduced by Bentham and Bozovic (1995) where prisoners are permanently monitored.
The Panopticum is a prison that in its center has a tower from which the guards can permanently
monitor the prisoners but do not necessarily do so. This results in a deprivation of privacy and forces
the prisoners to behave appropriately.
While the system was intended as an enhancement of the conditions of detention because no physical
punishment is used, Foucault (1975) later criticized this approach severely and this critique is also
followed by Jespersen at al (2007). The essential problem is that the Bethamian system simply
redefines power in an inhuman way as the prisoners in the Panopticum lack any privacy due to the
constant surveillance (cf. Jespersen at al. 2007). However, one can argue from a utilitarian point-of-
view that the Panopticum has a good economic balance and does not physically hurt prisoners, and
there is a better alternative and ethically more valid. The Panopticum brings wealth to a big number
of people while its negative effects are moderate. This would also be acceptable to Foucault (1975)
who assumes that the microwords of power cannot be changed, but one needs to deal with them.
A similar argumentation is also true for the statistics module, although with the difference in stance
towards the ethical status of surveillance mentioned by Fogg (2003) and Jespersen et al. (2007): As
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long as an intended outcome is friendly and supportive for the user of the software, in that it positively
enhances objectively measurable processes relevant to the user of the learning software, it can be
regarded as ethical. This implies that if the surveillance technology is uncovered and it supports
learners in acquiring desirable skills in a target language the goal can be regarded as friendly and
therefore ethical. In the end the students immolate their privacy, but receive feedback which enhances
their learning. From the utilitarian position, this is positive and regarded as ethical.
3 Formal framework
To develop a formal statistics framework for PeLLITS Judith Gottschalk is now using Item Response
Theory [IRT] following the earlier helpful work by Metsämuuronen (2013). The main purpose of IRT
is to test people and to predict the probability of a testee's response by establishing the position of an
individual testee along the line of some latent dimension. Since IRT is used in an educational
environment, the latent trait is often called ability which is set into relation to the difficulty of an item
(Partchev 2004: 5).
A first step towards applying a formal statistics approach with IRT for PLOTLearner is the
identification of items which can be tested with PeLLITS. These items include the morphosyntax of
the learning object dealt with in PeLLITS.
For each student an SQL database receives and stores the following: data on the student identity, the
test question answered by the student (this is what is called the item in what follows), whether the
student has given the correct answer, and how much time it took the student to answer the question.
Whether an answer is correct is determined by the truth values true or false. If a student does not
respond to a question, the answer is interpreted as false in this statistical framework. This is the
information the statistics module uses to determine statistical information on both the student and the
item.
For the statistical module a dichotomous Rasch-Model is used. This is an IRT model which predicts
the probability of a learner giving a certain response to some item. Within this model it is assumed
that learners have a different level of ability and items have different levels of difficulty (Partchev
2004: 9).
The simplest IRT model for a dichotomous Rasch-Model does only possess one item parameter. It is
the item response function, which gives the probability of a correct response given the single item
parameter bi and the individual ability level θj. The item-response function which contains one
parameter is given in (1) below. It is also known as one-parameter logistic function.
(1) The formula for the item-response function (Parchev 2004: 10)
The crucial part of the formula is the expression exp(θj − bi) which predicts the probability of a correct
response from the interaction between the ability θj of an individual and the item parameter bi. The
latter parameter is called the location parameter, or the difficulty parameter (cf. Patchev 2004: 11).
The question arising from this is how the ability and the difficulty of an item are determined in this
model: These are parameters, which are estimated based on different likelihood methods. The
likelihood method, for the determination of the ability parameter, also known as person parameter is
the marginal maximum likelihood [MML] procedure. It is used to estimate the distribution of means
and standard derivations of the latent ability of each students; this is represented by the θ-parameter
in each updated version of the learning statistics right after each test is executed (cf. Metsämuuronen
2013: 17). For the estimation of the difficulty Metsämuuronen used the conditional maximum
likelihood method [CLM] because this reduces the imprecision which would otherwise result from
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the person parameter which is also used for the estimation of the item parameter. This is the β-
parameter.
In view of the specific test design, it is necessary to equate the tests as pointed by Metsämuuronen.
In our context the problem of different levels of proficiency for expert and novice level students does
not affect the teacher surveillance tool because all students use PLOTLearner from the very beginning
of learning Biblical Hebrew. If, however, the tool is used by intermediate or advanced learners and
intended to store a broad number of learning profiles, the factor of comparing expert- and novice level
students will play an important role.
For the current statistics database design is even more important that the test length can differ, given
the different topics covered in the course of the week. It is important that the test scores are
comparable and therefore we introduce vertical equation. By doing this, test scores from different
tests of different lengths and administered in different time frames can still be compared statistically.
Vertical equating was used for IRT modeling in the same way as Metsämuuronen:
[… ] the scores were fitted to the same scale on the basis of characteristics of IRT models,
which assume that a learner’s latent level of ability (θ) and the difficulty level of an item
(β) are identical, when certain preconditions are met (see Wright, 1968). The latent ability
of each learner can be determined in the same scale for every test as long as linked items
connect the test versions. Because of the small number of students in the experimental
group (N = 13), the only recommendable model for estimating latent ability was the one-
parameter model (that is, the Rasch model). The estimation was carried out using the
OPLM program [...] (Metsämuuronen 2013: 17).
Accordingly, Judith Gottschalk uses the different equations, the CLM and MML introduced above
for a Rasch-Model. It is used in the same way as Metsämuuronen does and is executed in the
following order: In a first step the structure of the linked items is defined. The values of the difficulty
of the linked items are exactly the same in each version, the difficulty levels of all other items can be
calibrated according to the same scale as the one used for linked items. In a second step the CLM is
used in order to estimate the difficulty level of each item which is represented by the β-parameter.
The third step uses the MML to calculate the θ-parameter. In the final step the θ-parameter of the
scores is estimated for each version. To do this, the means and the derivations of the distributions of
the β and the θ are used. This estimation results in a unique latent value which is measured on a
common scale for each observation of the scores in all versions. Metsämuuronen points out that the
success of equating depends on three different factors which are explained.
The proficiency level of the students should be reflected by the linked items. The items should
represent a sufficient range of ability and they should be neither too easy nor too difficult. In the
intervention, the linked items for the next test are selected based on previous tests. Metsämuuronen
points out that this enables the system to discriminate items that are considered not too difficult or
too easy. The items should cover the different content areas. This selection generates a short test
embedded within the main test. It is necessary that in this short test the linked items are selected in a
way which represents different content areas as widely as possible. In the equation the stable
parameters depend on the sample. All students were tested at the beginning of the intervention to
obtain a population which is as large as possible. In this way stable item parameters are acquired:
However, from the viewpoint of the population, the parameters for items measured only
in the EG are unstable. Also, due to the small population in the intervention, the values
for item “difficulty parameter” depended considerably on those students who participated
in the test. Thus it was important to get all the possible test papers from the test-takers –
even day after the test. Although the item parameters are somewhat vague, the results are
much more accurate than if only classical metrics (the proportion of correct answers) were
used in comparison. (Metsämuuronen 2013: 17)
It will be a task for future research to develop an approach to IRT which also includes the response
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time in the analysis of learning statistics. The reason why it has not been used here is that the so-
called coefficient of variation which is usually used to display learning progress based on response
time is quite controversial. This is a further argument in favour of using the IRT approach of
Metsämuuronen (2013) to formally model a statistics approach for measuring learning progress in
PeLLITS and to add surveillance to the software.
4 Conclusion
Surveillance combined with tailoring is at the core of the architecture of the new persuasive tutoring
system PeLLITS which we have outlined here. The system generates a feedback-loop which can
either be given by a teacher or a CALL system and the response motivates learners to change their
behavior as an effect of the persuasive technology. Adding a formal approach based on IRT will even
make it possible to develop a framework which is so informative that it can predict learning progress,
enhancing the motivation for behavior change even more.
Acknowledgements
This research was funded by the Education, Audiovisual and Culture Executive Agency (EACEA) of
the European Commission through the Livelong Learning Program with grant #511633. We would
like to thank Claus Tøndering for his supervision on the implementation of the statistics module
described in this paper. We would also like to thank Christian Højgaard for discussions on the design
of the statistics module.
References
Bentham, J., & Bozovic, M. (1995). The Panopticon writings, London, New York: Verso. Fogg, B.J. (2003). Persuasive Technology: Using Computers to Change What We Think and Do. San Francisco, CA: Morgan Kaufmann. Foucault, M. (1975). Surveiller et punir: naissance de la prison, Paris: Gallimard. Gottschalk, J. (2012). The Persuasive Tutor: a BDI Teaching Agent with Role and Reference Grammar Language
Interface. ITB Journal, 23, 31-51. Jespersen, J.L., Albrechtslund, A., Øhrstrøm, P., & Hasle, P. (2007). Surveillance, Persuasion, Panopticum. In de Kort
et al. (Eds.), PERSUASION 2007. Berlin, Heidelberg: Springer. Laurillard. D. (2012). Teaching as a Design Science: Building Pedagogical Patterns for
Learning and Technology. London: Routledge. Metsämuuronen, J. (2013). Effect of repeated testing to the development of Biblical Hebrew language proficiency.
Journal of Educational and Psychological Development, 3(1).
http://www.ccsenet.org/journal/index.php/jedp/article/view/19582. Parchev, I. (2004). A visual guide to item response theory. Retrieved June 1, 2013, from http://www.metheval.uni-
jena.de/irt/VisualIRT.pdf. Rasch, G. (1960). Probabilistic Models for some Intelligence and Attainment Tests. Copenhagen: Danish Institute for
Educational Research. Winther-Nielsen, N. (ms a). The Corpus as Tutor: Data-driven Persuasive Language Learning. Submitted to Digital
Humanities Quarterly.Winther-Nielsen, N. (ms b). PLOTLearner as Persuasive Technology: Tool, Simulation
and Virtual World for Language Learning. Submitted to IWEPLET 2013 (http://www.iweplet2013.eu/)
IWEPLET 2013 Proceedings - Page 116 of 168
A set of criteria to assess motivation and persuasion of e-learning applications
Eric BrangierUniversité de Lorraine – Metz, PErSEUs, Psychologie Ergonomique et Sociale pour
l'Expérience Utilisateurs - BP 30309 Île du Saulcy - 57006 Metz (France)[email protected]
Michel C. DesmaraisPolytechnique Montréal, Département de génie informatique et génie logiciel,
C.P. 6079, succ. Centre-Ville, Montréal, Québec H3C 3A7 (Canada)[email protected]
Motivational factors have long been a topic of study in e-learning applications and there is a strong overlap between these factors and the persuasive factors. This study intends to investigate this overlap. Which criteria are common to both, and which criteria are specific to each? The objective is ultimately to design an interactive persuasion criteria grid that is specific to e-learning along the lines of an existing grid, while taking into account the body of research on motivational factors in e-learning. To investigate these questions, we compare the persuasion grid of Nemery, Brangier & Kopp (2011) with a number of the motivational criteria of Vincente and Pain (2002), and apply both approaches to evaluate the quality of an e-learning application to induce motivation to learn.
Keywords: Persuasive criteria, E-learning, Motivational criteria, Heursitic inspection.
Introduction
Few would question the power of some games to immerse their users in a state of regular and intense usage for long periods of time. The same observation can be said of some social sites. In that respect, these applications can be considered as reaching a high score on the persuasive scale. Incidentally, they are the same persuasive ingredients that designers of e-learning applications would like to assimilate to bring learners to use these applications more intensively and effectively.
However, motivational factors have long been a topic of study in e-learning applications (see Malone, 1981, for eg.) and there is a strong overlap between these factors and the persuasive factors. This study intends to investigate this overlap. Which criteria are common to both, and which criteria are specific to each? The objective is ultimately to design an interactive persuasion criteria grid that is specific to e-learning along the lines of an existing grid by Nemery et al. (2011).
To investigate these questions, we compare the persuasion grid of Nemery et al. with a number of the motivational criteria from deVincente (2002), and apply both approaches to evaluate the quality of an e-learning application to induce motivation to learn.
The persuasion grid was shown to help experts and, in particular, novices to identify weaknesses and potential improvements to improve the persuasive features of applications. It is composed of eight criteria and 23 sub-criteria. These eight criteria are credibility, privacy, personnalization, attractivity, sollicitation, priming, engagement, ascendency.
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In the field of elearning, motivational scales were developed to assess the quality of an elearning application to engage the learner. The motivational criteria set of deVincente, (2002) is one such scale that is geared towards the assessment of motivation. It contains nine criteria: control, challenge, independence fantasy, confidence sensory interest, cognitive interest, effort, and satisfaction.
Both the persuasion grid and motivational criteria will be described and compared on a theoretical basis. Multiple dimensions will be investigated: intrinsic motivation vs. persuasive technology, sense of freedom vs. freely accepted compliance, and learning efficacy vs. learning enjoyment. This comparison will set the stage to an experiment on the analysis of an e-learning application on math.
The experiment consists in analyzing a drill and practice application in college mathematics. In the tradition of ergonomic inspection, the application will be analyzed by two experts with the persuasion criteria grid and with the aim to identify strong and weak elements and to suggest improvements. The same process will be conducted with motivational criteria taken (deVincente, 2002).
The elements identified by each approach will be compared over their similarity and differences, on a qualitative as well as a quantitative perspective.
Heuristic inspection
The Nemery et al. (2011) grid relies on the general technique of inspection. To inspect the usability of a product, whether a user interface or any artefact designed to be used by some user, is to make a judgement about its ability to be effective, efficient, error-tolerant, easy to learn and satisfying. This judgement is made by experts in ergonomics or HCI. Inspections are often the method of choice to quickly target usability issues and find the proper corrections to bring to the design of an application.
The persuasive criteria gridIn the field of education, user interfaces are becoming more and more engaging in order to encourage learners towards reaching learning objectives. Ergonomic inspection has long been considered to be a part of the evaluation of design processes, persuasive technology has not yet been taken into account. Faced with the lack of validated tool in this area, a set of criteria was elaborated. Following the review of 164 papers in the field of captology, eight criteria were considered to encompass the persuasiveness factors: credibility, privacy, personalization, attractiveness, solicitation, initiation, commitment and ascendency. These criteria are grouped under static and dynamic categories (see Table 1):
Static criteria are prerequisite elements to establish a fertile context within which a dynamic process of persuasion can be launched. These prerequisites promote the acceptance of a persuading process.
Dynamic criteria are involved in a process designed to engage the user in a series of planned and ordered persuasive steps in which the temporal factor is critical. At each step of the behavioral changes, elements of the interface bring the user to commit to greater levels of engagement.
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Table 1. General architecture of the eight persuasive interactions criteriaCriteria Definitions
Credibility is the ability of the interface to inspire confidence and to make the user confident in the veracity of its information. Credibility is based on reputation and notoriety.
Privacy refers to the protection of personal data and the preservation of personal integrity and security of the interaction. It also refers to protection against loss, destruction or inadvertent disclosure of this data. of rights and ensuring the confidentiality of information.
Personalization refers to the concept of customization of the interface to the needs of the user. The customization can be a greeting, a promotion, or any means to achieve a more personal interaction with the user. It may also rely on group membership.
Attractiveness is the use of aesthetics (graphic, art, design) to capture the attention of the user, to support the interaction and create a positive emotion. The animation, colors, menus, drawings, video films are designed to catch and maintain the interest of the user.
Solicitation is the first of the four dynamic criteria. It refers to the initial stage which aims to swiftly attract and challenge the user to initiate the relationship. The interface attempts by words, graphics or any form of dialogue, to suggest a behavior and induce action through minimal influence.
Initiation refers to elements of the media that allow the first user-initiated actions. The user’s attention is captured and, on his own initiative, encouraged to realize the first engaging action. The user is caught in a gradual engagement process.
Commitment means that system further involves the user in a process. Several queries and incentives regularly and gradually engage the user. The electronic media will induce more intensive and regular behavior.
Ascendency is an expression of the completion of the engaging scenario. The user has unequivoquely accepted the logic and goals of the electronic media. The interaction is characterized by induced pleasure and possibly by the relief of internal discomfort. Ascendency is closely related to the concept of immersion in the video game field and it implies a high level of repetition and regularity of interaction, and sometimes emotional involvement in the story that result in dependence and game character identification. Users develop emotional attachment and cannot envision themselves without these product, or would feel a substantive negative effect in case of loss
The motivational criteria gridAs mentioned in the introduction, motivational factors in e-learning systems have been the topic of decades of research and we can expect an overlap with the persuasive criteria. We chose the criteria of deVincente (2002) as good representatives of the results of this research. Table 2 summarizes the motivational criteria. They are largely inspired from previous work on what makes an e-learning application engaging (see Tràn, 2008). We return to their theoretical groundings and to the distinctions and similarities that we can envision between them and the persuasive criteria in the discussion.
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Table 2. General architecture of the motivational criteriaCriteria Definitions
Control Degree of control that the student likes having over the learning situation (i.e. does he like to select which exercises to do, in which order, etc. rather than let the instructor take these decisions?).
Challenge Degree that the student enjoys having challenging situations during the instruction (i.e. does he like to try difficult exercises that represent a challenge for him?).
Independence Degree that the student prefers to work independently, without asking others for help (i.e. does he prefer to work on his own, even if he finds some difficulties, and try to solve them by himself rather than asking for collaboration or help from others?).
Fantasy Degree that the student appreciates environments that evoke mental images of physical or social situations not actually present (i.e. does he like the learning materials being embedded in an imaginary context?).
Confidence Refers to the student’s belief in being able to perform the task at hand correctly.
Sensory interest Amount of curiosity aroused through the interface pre- sentation (i.e. appeal of graphics, sounds, etc.).
Cognitive interest
Refers to curiosity aroused through the cognitive or epistemic char- est acteristics of the task (i.e. regardless of the presentation issues, does the student find the task at hand cognitively
Effort Degree that the student is exerting himself in order to perform the learning
Satisfaction Overall feeling of goal accomplishment (i.e. does the student think that the instruction is satisfying and that it is getting him closer to his goals?).
A case study for the two criteria grids
In an effort to better assess the overlap and the uniqueness of the persuasion and motivational criteria grids, we analyse an e-learning application with each of grid. The application is designed for the purpose of drill and practice on the topic of college mathematics. We will refer to it as the Exerciser. It aims to help newly enrolled engineers to assess their level of mastery of college math with respect to the level expected in their first year. If their mastery is lacking on any of topic, or if they want to enhance their skills, the Exerciser contains over 1000 problems and the equivalent of approximately 150 pages of notes that cover the theory. The notes were contextually accessed within the exercise section, and vice-versa.
Figure 1 contains some of the screen dumps of the Excerciser that were used for assessing its persuasive and motivational factors. The assessment is conducted with the aim to address the following questions:
How heuristic inspection could be done on motivational and persuasive elements situated in HCI?
What are the explanatory contributions of each grid in measuring the quality of Excerciser interfaces?
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Figure 1. Screen captures of the exerciser.
Is there any ergonomic recommendations which can be learned to improve the interfaces?
The Exerciser was analyzed by the two authors who are HCI and e-learning experts. Their analysis was done separately and consensually combined in a second step.
Highlighted deficiencies with persuasive criteria In terms of credibility, the Exerciser’s interface inspires trust in the accuracy of its content. Explicit signs of its source and ownership (names and addresses, logo) and the school and professors recognized competence induces a sense of confidence in the learner. The system meets its promise: it contains exercises and solutions in college math.
On privacy, personal data and privacy are respected. A commitment is made early on by the site owners to ensure confidentiality and the user is reassured of the absence of risks that establishes a relation of trust.
In terms of personalization, only the user name (name, login, code) is explicit. We find no other signs of personalization (greetings, photo, etc.). The interface lacks features to promote personal closeness to the individual. It does not gradually collect the characteristics of the user allowing more personalized messages. Individualized information on the scores and results of the learners are known to the system (figure 2), but they are not used to in messages of support and motivation for the task. Individualization is therefore low. Yet, highlighting individualized features could raise user attention and interest in his/her training task,
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ultimately fostering engagement. Furthermore, we note that there is no reference to group membership, nor to peer practices and performances and to tutor monitoring or other incentives that could induce some social pressure to engage in the task.
The attractiveness of the interface is weak. The aesthetics and appearance are relatively neglected, suggesting a somewhat cold and austere course, rather than the enthusiasm of an original exciting activity. Lack of attractiveness can deter the will to engage in the interaction. We note also that the design does not seek to be as close as possible to the values and needs of students. Finally, we note that the call to action is non-existent: the user is left to himself without a clear plan to follow or task sequencing incentives.
The Exerciser scores low over the dynamic factors. With regards to solicitation and commitment we note that besides the incentive mail to invite users to use the Exerciser (figure 1), the Exerciser does not sollicit, hunt for, or encourage learners. Suggestions and teasing that could awaken the curiosity are absent. The same is true for the sub-criterion of the initiation of the users who use the system once; they are not guided to undertake a first engaging action. Similarly, the incentives are reduced to the simple presentation of results to exercises (right or wrong), and it is the student himself declares success or failure (see figure 1).
With regards to commitment, we note the absence of a student engagement process in the design. The inspection of the interaction sequences does not reveal features to involve the individual in an gradual process that would lead to greater engagement towards learning goals. There are no systematic means to stimulate the user. The interface has no explicit feature to attempt to hold the student’s attention.
As commitment is not supported by the interface, we cannot find elements that would lead to any form of control or addiction of the user.
Highlighted deficiencies with motivational criteria The Exerciser gives full control to the learner, offering very little guidance apart from the navigation panel that indicates the topics and exercises covered.
The exercises represent a challenge in themselves, but the user can always choose to be given the answer instead of being required to find it by himself. This feature reinforces the control given to the user in his learning process, but at the cost of reduced challenge. However, the student can freely choose the exercises at the appropriate level of difficulty.
Learning is designed to be entirely independent, as the learner is not provided support or monitoring, neither from a human tutor, nor from colleagues.
Fantasy is absent altogether.
Confidence obviously varies considerably depending on student ability and personality, and the criteria should be considered from the perspective of whether the interface supports confidence for students of different profiles. The freedom to choose topics and obtain answers to exercises reduces the chances of feeling overwhelmed by exercises that are too challenging.
Sensory interest of the interface is very low and the comments on attractiveness of the persuasive interest apply here as well.
Cognitive interest also varies on a personal basis. From the perspective of HCI and e-learning application design, we find few means, if any, that can be leveraged to raise interest and that do not overlap with the other criteria.
Effort refers to a measure of use and cannot be derived from the interface itself, therefore it does not apply to a heuristic evaluation. However, from Lemieux and Desmarais (2013), we
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have evidence that cognitive interest is generally low, with about half of 117 users spending less than an hour of total use. Yet, about 10 users spent over 10 hours and up to 140 hours, confirming that individual differences on the cognitive interest is highly variable.
Satisfaction is yet another factor that is assessed empirically instead of by inspection. We have no data to assess it for the Exerciser.
Discussion
We first note that some motivational factors of de Vincente et al. (2002) are not defined for an inspection process, namely effort and satisfaction. These can only be realistically assessed through experimentation.
However, given that we had data on the time spent by each student and the number of exercises completed, it must be emphasized that the array of levels of usage varies extensively, from a few minutes to over 100 hours. A reasonable interpretation is that some other factors are highly variable across individuals and is a determining factor that can overshadow all others. The most likely factors in are analysis are the cognitive interest or the challenge, and possibly a factor that is absent from deVincente et al. motivational criteria: the perceived value, which represents the importance that the learning goal represents to the user.
Another notable observation from the data is that about half of the users spent less than an hour in total, sometimes only a few minutes. Would this suggest that they do not have the same level of cognitive interest in mathematics or that they are not challenged by mathematics? Probably not since they have chosen to enroll in an engineering program that is itself challenging and involves mathematics. Can this be attributed to the perceived value of the Exerciser? Namely that they do not see the need to spend time in improving their math skills or the efficiency of doing so with the Exerciser. This is more likely, but it is not the sole interpretation.
Another reasonable interpretation lies in the persuasive factors. The low score on the attractiveness criterion and the quasi absence of means to support solicitation and commitment that would foster a progressive engagement is a sound explanation for the large proportion of users who spend a few minutes exploring the Exerciser without committing to its long term use. We could also refer to the fantasy and sensory interest as other means that could have been better deployed to address the low engagement.
Conclusion
This study aims to uncover the overlap between persuasive and motivational criteria, and the criteria that are unique to each, as well as their respective importance. The intent is that a better set of criteria can be obtained and used in an inspection process and help the design of an e-learning application.
We find that motivational criteria of fantasy and sensory interest can be considered similar to the attractiveness criterion of the persuasive grid. The persuasive grid has specific criteria such as credibility, privacy, and personalization that are specific. However, all of these criteria are not considered critical to explain the large variance in long term engagement that was observed for the usage of the Exerciser in practice.
Instead, motivational criteria such as cognitive interest, challenge and a criterion absent from deVincente et al. (2002), perceived value, are better candidate to explain the high engagement observed for some users. Conversely, the dynamic criteria of the persuasive grid are seen as
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good candidates to explain why many users did go beyond cursory exploration of the Exerciser.
Finally, we observe that the data on long term usage of the application, which are indicators of the effort and possibly satisfaction criteria of the motivational factors, were critical in our analysis and cannot be obtained solely from expert inspection of an interface.
This study offers some guidance on what would represent a combined set of criteria to assess an elearning user interface, comprising both persuasive and motivational factors. Unfortunately, not all relevant motivational criteria can readily be assessed through the user interface inspection methodology and some require usage data, or questionnaire data.
Future work should focus on establishing the relative importance of the combined criteria. Experiments such as A/B schemes, where users are randomly chosen to be presented with one or the other user interface, could lead to interesting results in that respect.
References
Lemieux, F., Desmarais, M. C., & Robillard, P.-N. (2013). Motivation et analyse chronologique des traces d’un exerciseur pour l’auto-apprentissage. Sciences et Technologies de l’Information et de la Communication pour L’Education et la Formation (STICEF), (accepted).
Liu, C., Marchewka, J.T., Lu, J., and Yu, C.-S. (2004) “Beyond concern: a privacy—trust—behavioral intention model of electronic commerce”, Information & Management, pp. 127—142.
Nemery, A., Brangier, E., and Kopp, S. (2011). First validation of persuasive criteria for designing and evaluating the social influence of user interfaces: justification of a guideline In A. Marcus (Ed.): Design, User Experience, and Usability, LNCS 6770, pp.616-624.
Tràn, D. (2008). Motivation and persuasion in e-learning. Trends in E-Learning, 141, 2008. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.159.579rep=re
de Vicente, A., & Pain, H. (2002). Informing the detection of the students’ motivational state: an empirical study. In Intelligent tutoring systems pp. 933–943.
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Specific Technologies for Persuasive Learning
The implementation of persuasive learning requires the development of novel technologies which
support the concepts of persuasive design. Bech has investigated the use of Augmented Reality as a
paradigm which shows the information right at the relevant location in the real world. Grund-
Sørensen has developed the Conceptual Pond for obtaining trends and user interaction. Sandborg-
Petersen has developed the EMDROS database system which is suitable for developing learning
objects which work with large corpus-based annotated texts.
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Augmented Reality in Persuasive Learning using The Kaj Munk Case
Casper Justesen Bech
Department of Communication and Psychology, Aalborg University, Denmark
Through theoretical analysis, this paper aims at taking a close look at how immersion is achieved
when augmented reality is applied to a museum context. Augmented reality is by many regarded as a
technology with high value to the teaching and learning community. This is due to the possibility of
learners interacting with otherwise unavailable content and information. It is a central criterion of
success, for any medium, that the user experiences a sense of immersion. When augmented reality as a
medium is capable of changing user’s perception of reality, or in other words the world in which the
user perceives himself to exist within, the immersive part of the experience becomes central, as it is
the gateway to a mediated view of reality and thereby persuasion through augmentation. Through
chosen examples of immersive augmented reality usage within museum and learning contexts, the
theoretical implications of achieving immersion, while facilitating cultural heritage by persuasive
means, is discussed in relation to the possible use of augmented reality at the Kaj Munk Museum at
Vedersø Denmark. Keywords: augmented reality, immersion, persuasive design, persuasive immersion
Augmented reality and persuasive learning
Augmented reality as a technology has been defined in several different ways. The most
commonly used definition is also the earliest one by Azuma who states that augmented reality
systems must have the following three characteristics (Azuma, 1997):
Combines real and virtual
Interactive in real time
Registered in 3-D
As such the system is not defined by the technology used to combine the virtual content with
the real world environment, even though the display technology obviously has an effect on
how the augmented content is experienced. The ability to interact with the virtual content
must be in real time and this is central to the usage of augmented reality as a learning tool.
Real time simulation provides the ability to have direct interaction and exploration of
otherwise unavailable information and content through simulation. Research have pointed out
that this makes the technology ideal for discovery based learning (Angelopoulou et al., 2012),
which places the usage within a constructivist tradition of learning (Biggs et al., 2011). In
regards to how this relates to persuasive design, learning would for the purpose of this article
be seen as behavioral change. This is especially true when learning is seen within a museum
context, where the primary aim is to expand on the learners’ cultural understanding of a
certain subject or matter. In this specific case, which will be elaborated on later, the focus is
on the complex history and cultural significance of the Danish pastor and playwright Kaj
Munk (1898-1944).
If augmented reality is seen as a persuasive technology within this context, one could look at
how augmented reality as a medium persuades the learner to achieve the wished for outcome.
The ubiquitous nature of many augmented reality systems also makes the persuasive principle
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of Kairos highly applicable (Fogg, 2003) (Mintz and Aagaard, 2012). The growing popularity
of smartphones, tablets and other powerful mobile devices, makes augmented reality systems
available in situ, when needed and therefore opens up for the possibility of combining
ubiquitous learning with augmented reality as a learning tool. The concept of Kairos can be
seen as more than simply timing an action to interfere at the opportune moment, in order to
achieve a certain outcome. A wider definition opens up for the possibility of Kairos (Gram-
Hansen et al., 2012) being a more central term in defining whether content is suitable in the
context where it is being presented. Not only how the content is presented is then in play, but
also what content is presented and when. In a museum context, this is highly important as
cultural heritage often is presented from a predefined perspective. How augmented reality is
experienced in terms of immersion within the system is then also related to Kairos and the
persuasive role of the augmented reality as a medium.
Virtuality and reality of an augmented possible world
Augmented reality has been described as being the middle ground between the completely
virtual, as in virtual reality and the completely real, as in the real world environment
surrounding the technology (Milgram and Kishino, 1994). Even the term augmented reality,
hints that the focus is to augment the perception of reality and thereby add to it. Augmented
reality is mainly made up of real world entities with virtual entities added to it, making the
virtual secondary to the primarily real world. Still, the virtually augmented content and the
way the virtual is combined with the real, is what makes the augmented reality experience. In
describing how immersion is achieved within augmented reality and how immersion effects a
successful persuasion, I will be looking into how these are affected by both the reality and
virtuality of augmented reality. It has been pointed out that a conceptualization of these two
concepts of augmented reality could be beneficial in relation to artistic potential and
application of augmented reality (Ma and Choi, 2006). This also relates to the idea of Kairos,
which is based on localized parameters that correlates to how the system is interactive. Then
again, interactivity further affects the way in which and to what degree immersion is
achieved.
For the purpose of analyzing how immersion has been achieved, I have chosen some
examples that share a context similar with that of the Kaj Munk Case. I will be using a model,
which takes the technological context into consideration, as well as how the virtuality and
reality of augmented reality affects immersion. The technological context sets the immersive
boundaries in regards to interaction and how the virtual content is being added to the real
world. The analysis will be based on the assumption of seeing the world as text, much like
how augmented reality can be seen as a mediator between the real world and a textual world.
Further on, it is important to note that augmented reality can be regarded as more of a media
aggregator, with the ability to augment the user’s perception of reality through all types of
media. Even so, this is highly dependable on the display technology. In theory the
augmentation of sight, which rarely stands alone, is only one possible augmentation.
The virtual content itself is regarded as text and at some level it is nothing but text. The basis
of all virtual content is computerized language, maybe the format be in letters or numbers.
The virtually added content will therefore be seen as text, even though it could be made up of
a wide variety of media. The content is delivered through the augmentation of the senses,
currently and primarily the sense of sight and hearing, but in theory senses as touch, taste and
smell could be mediated as well, thereby expanding further on the possible media used. For
the purpose on this theoretical analysis on immersion, the augmentation will be seen as text,
in which text is defined in widest possible way, so that everything that makes up the
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augmented possible textual world is seen as text. Therefore, as augmented reality combines
the real with the virtual, the real world context will be considered as text as well.
The analysis seeks to evaluate on how the textual worlds are created in terms of the
technology used in relation to both the possible persuasive usage and how this relates to
immersion. As the prime characteristic of augmented reality is the mix of the real and the
virtual, the analyses will look at each of these aspects separately and then as to how the real
and virtual is combined. The persuasiveness and possibility of success in regards to the goal
and function of the system relate to how the combination of the real and virtual content
manages to immerse the user within the system. Different types of immersion apply in
different types of context. In this case, what often motivates a user to learn in a museum
context is how the system involves and excites the learner or user (Yuen et al., 2013). This
translates to the different types of immersion known from among others the gaming industry,
but Ryan (2001) also differentiates between different types of immersion, as will be shown
doing the analysis. One significant type of immersion, which also is the most significant in
terms of Kairos, is spatial and temporal immersion which covers the feeling of being
immersed in space and time. Per definition this type of immersion could often be seen as the
main focus of a museum, as it serves to give visitors or learners a feeling of how it must have
been to have actually lived in the setting on display. Now this does depend on the type of
museum. One type of could be being a museum of art. Here the focus is on the individual
pieces of artwork. Another type could be museums which focus on a certain period of time of
significance or a certain personality or place of significance. This last loosely defined type
would be the one covering the case concerning the Kaj Munk Museum at Vedersø.
These real world entities or the parameters of the real world context, define the technical
possibilities and the secondary entities, being the virtual augmentation. The real world
surroundings or the real world situational context plays a central role in terms of immersing
the user into the augmented reality world perception. When augmented reality is applied as a
learning tool within a museum context, they are almost always only locally usable at the
museum, meaning that they need the physical surroundings of the museum to function. In
combination, the augmentation creates a possible textual world and the type and degree of
immersion determine the possible persuasive outcome of the augmentation.
Immersion through augmentation
A commonly referenced example used when defining immersion and the immersive
experience, is that of how one can be absorbed into good literature. One can forget the
surrounding world and all focus centers around the literary possible world projected from the
text. It is important to note, that in theories of immersion, some have adopted Leibniz's
concept of possible worlds, with the important addition, that in the works of Ryan and others,
possible worlds serve as instruments of understanding rather than the Leibnizian idea of
possible worlds as something with a rather specific ontological status.
Different media and genres, with varying low or high tech formats possess different types and
degrees of needed immersion. Immersion is as such highly dependable both the mediated
context and the genre. Concerning augmented reality, which as previously stated, is an
aggregator of all types of media, the situational context defines the need for immersion and to
what degree. Of course the technology itself sets out limitations. As exemplified by the
quality of the display used, which relates to aesthetics and ultimately how real the augmented
content is experienced. Then again, the content does not always need to appear real in order to
be immersive or persuasive. This comes down to the situational context, as both fictional and
factional genres can immerse the reader. There is an underlying theoretical question of
whether immersion applies to augmented reality, in the same way as it does in regards to other
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media. When one reads a book, plays a videogame or enters a virtual reality universe, one is
immersed into a possible world projected by the media. The basis of augmented reality is to
merge a possible world directly with the real physical world. As the user is not immersed into
a purely possible textual world, but rather a mix of the actual world augmented by the
possible textual world, immersion does not only define the transcendence between worlds, but
also the acceptance of a combined mixed reality view of the world. The traditional definition
of immersion as the suspension of disbelieves and acceptance of a presence in a possible
textual world is therefore challenged. The experience of presence within an augmented
possible textual world is untouched within augmented reality systems, as it is the added
virtual content, which still is the lesser of the two defining entities, that plays the defining
role. Embodiment of the user is still relevant, but there is no displacement of the perception of
presence. The possible textual world created by the augmented reality system still needs to be
accepted and the augmented content, again depending of its character, still needs to be
accepted, perhaps through suspension of believe but not necessarily. As such immersion, in
terms of augmented reality, has more to do with the acceptance of an augmented view of
reality, than the displacement of presence.
Persuasion
Finding the right persuasive strategy requires clear persuasive goals. In terms of cultural
heritage and learning within a museum context, I have found that even though there often is a
more or less specific general goal or purpose of the installation or museum. These goals tend
to be rather fuzzy. Often the sole object appears to be spreading information of a certain
subject, because of its historical importance. Therefore a persuasive augmented reality design,
would need clear persuasive goals beforehand and then approach these from a persuasive
design approach afterwards. When determining how immersion relates to persuasive power or
persuasive strategies, one could look at how a persuasive technology, as a persuasive media,
facilitates degrees and types of immersion. If an augmented reality system provides metadata
for installments at a museum expedition and relates these to other related pieces at the
museum. Then these could be seen as a way to tunnel the user through a predetermined route.
Here the immersive experience stands in the background, as the tunneling of the user is a
relatively simple persuasive tool (Fogg, 2003), which does not take on a significant role in
terms of attention. Other types of persuasive media roles could be seen as facilitating more
significant degrees and types of immersion. This establishes a relation between the role of the
persuasive media and degrees and possible types of immersion.
Augmented Immersion and Persuasive Immersion
In terms of immersion, the relationship between the physical real (reality) and the
augmentation (the part of reality that is assigned as such) can be described in the following
manner. Reality itself, as presented by the curators of an exhibition, can obviously be the
focal point of experience. An augmentation understood as a caption or meta-text can also be
the focal point of experience. In the case of augmented reality, that is, the combination of the
two, the presentation can be such that reality is favored and the augmentation remains in the
background of attention. Conversely, the augmentation can also be favored over reality such
that it becomes the primary object of attention. This constitutes an ascending order of
augmented inversion (as illustrated in Figure 1).
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Figure 1: The relation between the strength of augmented immersion and strength of
persuasive immersion.
In Fogg’s thinking of persuasive principles (Fogg, 2003), three main categories are
established. Interactive systems can function as tools that make desired actions easier to do.
Interactive systems can also function as social agents that create relationships by praising and
rewarding the user. Finally, interactive systems can serve as simulations, offering the user
experiences and room for active experimentation. This division is known as the functional
triad, and is understood as aspects of persuasion that complement each other. They differ,
however, in how they facilitate types of immersion. Under the tool perspective, the focus of
attention remains locked on the subject being presented because tools mainly are used to
accommodate the user’s interaction without drawing much attention to itself. In the agent
perspective, immersion may become more pronounced because of the more direct and
personified interventions. And finally, the simulation aspect allows for stronger aspects of
immersion because attention is drawn directly to the dynamic and interactive presentation of
material. When in this fashion, a user is allowed to ‘play around’ and explore consequences of
actions, the persuasion takes on a stronger form of immersive nature.
Examples of augmented possible textual worlds
In the 2011 study “Using augmented reality and knowledge-building scaffolds to improve
learning in a science museum” an augmented reality system at a science museum in used to
show students how the human body can conduct electricity (Yoon et al., 2012). The research
design focusses on how digital augmentation can function as a scaffolding technique together
with collaboration, written and verbal instruction etc. In regards to immersion, the study did
not focus on this, even though it clearly was an underlying aspect of getting the students to
achieve cognitive gains through the augmented reality experience. The real world situational
context here was a science museum, in which students in groups were introduced and
presented with tasks that included using the augmented reality system, in different forms, to
answers questions. It is important to note that the augmented reality system used in this
specific case was stationary, thereby eliminating much of the informal discovery based
learning that was mentioned earlier. But what this study clearly shows is that the level of
interaction plays a large part in creating an immersive system. When the students managed to
conclude the circuit with their hands, the digital augmentation would be activated to illustrate
the flow of electricity. The simplistic nature of this example shows that augmented reality can
be used in a learning environment to build knowledge. Here augmented reality not only serves
as a theatrical prop to make the museum more interesting, but also as a knowledge building
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scaffold, that develops cognitive gains. The term cognitive immersion (Bjork and Holopainen,
2005) can be applied here. Through problem solving, although not at a complex or advanced
level, the students apply reasoning and thereby engage themselves cognitively with the
system. This leads to an immersive experience and acceptance of the augmented perception of
reality. The physical involvement in completing circuit, the interactivity with the system
which is one of the key characteristics of augmented reality technology, further immerses the
students into an augmented view of reality. According to Ryan, the mediating of the body,
thereby using the body as an interface with the system, leads to a more natural interaction,
thereby strengthening the immersive experience (Ryan, 2001).
It is important to note, that the immersion into a mixed reality world where projected
animations run over once arms to illustrate current, is only accepted as part of a possible
textual world, if it is believable. In this context believable means realistic or artistically
pleasing. According to Coleridge this is caused by the “willing suspension of disbelief”. Here
the user of the system chooses to believe that the fictional augmentation is real, in order to be
immersed into the possible world projected by the system. The learners are accepting, what
could be seen as a fictional augmented view of reality, but in accordance with literary theory,
a possible world, in which the augmented content is possible. The transparency of the medium
(Ryan, 1994), the projection of the virtual content into the real world, makes the content
appear even more real. This is caused by the user not having to look at it, through a screen.
The computer generating the virtual content is not visible or at least it appears as if it is not
visible. Different systems offer different degrees of transparent computing, which is closely
related to the idea of ubiquitous computing. As such the baseline of possible immersion is
highly dependable on the technology used. Yuen, Yaoyuneyong and Johnson differentiate
between three technologically dependable levels of immersion (Yuen et al., 2013). The way in
which the seamlessness of the virtual content is blended into reality is here the main defining
factor in which the display technologies are categorized as either low immersion, high
immersion or total immersion. Video projectors, as the ones used in the augmentation
mentioned above are categorized as “low immersion”. This is due to the immobility and
psychical visibility of the display technology being used. As an example, when using a
projector as display technology, one can actually see the light that the projector makes, a
byproduct of the augmentation, rendering it less immersive and this light is not a part of the
possible world the augmentation creates. At the other end of the scale, technologies such as
HMDs or display implants are categorized as “total immersion”, as these in theory offer
higher mobility and a high level of seamlessly integration between the real and virtual
content. The type of immersion referenced to here is spatial immersion. Spatial immersion, in
the terminology of Yuen, Yaoyuneyong and Johnson, means the experience of being
surrounded by aesthetically and enjoyable augmented content. This clearly applies in the “be
the path” augmentation as well. If the augmented content is not clearly understandable or
believable, then there is a chance that the system fails to immerse the users with the possible
world and thereby failing as a learning tool. The setup discussed here is rather simplistic and
spatial immersion does not play a significant role, as the augmented content is rather limited,
which means that the possible world is limited as well. The augmentation could here be seen
as a social agent, in the way that cooperation between the students is needed in order to
complete the circuit. The cognitive immersion is thereby established through the persuasive
role of agent.
Spatial immersion plays a more significant role in the augmented reality system used at
Sutton Hoo archaeological site near Woodbridge England. In the 2012 paper “Mobile
Augmented Reality for Cultural Heritage” a augmented reality system is utilized to engage
visitors at the site by augmenting content to provide information and gamify the experience.
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Several studies have showed how augmented reality can be used in a learning context, to
engage the learners (Yoon et al., 2012). In terms of immersion, this study is interesting for
two reasons. The first being uses highly mobile devices as display technology for the
augmented reality system, making the system more ubiquitous or agile and giving the user a
higher degree of interaction – both of which means a greater degree of immersion in terms of
technically ability . Secondly, the learning context shares some basic premises with the Kaj
Munk Case. The system relates relevant information and interpretation, at times when these
would appear relevant for user, based on positioning and user input. This directly relates to
the idea of Kairos, in which persuasive tools as tailoring and suggestion can be seen as
applied in order to provide the user with the right information at the opportune moment.
Further on, there is a social element, in how it is possible to cooperate with museum visitors
at a distant location. Again, the system takes on the persuasive role of a social agent, as it
facilitates cooperation. This social interaction could be seen as facilitating emotional
immersion, as the visitors at each museum becomes dependent on each other in order to
complete the goals set up by the game established within the possible textual world.
The Kaj Munk Case
At concept level, there have been ideas of using tablets to augment the visiting experience at
the Kaj Munk Museum. The aim is to establish a textual possible world, that serves to
persuade the user as to fulfill the museums wishes for better spreading knowledge and maybe
acknowledgement of the life and significance of Kaj Munk. One of these ideas involves
bringing Kaj Munk back to life through the augmentation of an actor playing the role as the
pastor and playwright. This would clearly bring the augmentation in the foreground of
attention. In terms of the persuasive role of such a possible textual role that actually simulates
the main character of the textual role at Vedersø, this could provide several interesting types
of immersion of varying degrees. In terms of spatial and temporal immersion, it is clear that
the combination of not only being in the real physical home of the possible textual worlds
deceased main character – but also experience him in character, provides a high level of
immersion and persuasive possibility. Emotional immersion is clearly involved as well, but
this is of cause related to the visitor’s relation to Denmark and national history. Combined
with Kairos, the experience could be customized to fit the visitors need through user input.
Emotional immersion could then potentially prove to make the experience especially
persuasive – although there are some clear ethical implications related to this, which lies
outside of the scope of this paper.
Another idea is that the collected digitalized works of Kaj Munk, from the Kaj Munk
Research Center at Aalborg University, could be utilized through relevant hyperlinking
between relevant locations and or objects at the museum in Vedersø. This could serve as
cognitive immersion, by providing the material at the right moment, in order to trigger a
relation between the real world environment at Vedersø and the augmented digitalized works
of Kaj Munk.
Furthermore, as groups often visit the museum together,it would be foolish not to utilize this
in terms of persuasive immersion. The augmentation could act as a social agent, in the sense
that the augmented possible textual world could motivate debate and discussion within the
group of visitors. Thought provoking examples of Kaj Munks writing could be augmented, at
the right moment and in correlation with the group of visitors’ physical placement at the
museum. This could lead to a greater degree of cognitive immersion among other types of
immersion. If the augmented reality system takes on several persuasive roles, being both the
role of persuasive tools, that of the social agent and at last but not least – the role of
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simulation. Through the role of a social agent, the system could try and provoke the visitors to
discuss some of the more controversial statements given by Munk. This could lead to a
greater degree of cognitive and emotional immersion. If the system takes on role of
simulation, it could facilitate a possible textual universe, in which it simulates what could
have happened, had Kaj Munk not been murdered by the Gestapo in 1944. This type of
persuasive role, especially if the system allows the visitors to have choices and then play out
alternative World War II scenarios, could possibly mean an even greater degree of cognitive
and emotional immersion. This could be beneficial for visitors and further strengthen the
chance of visitors leaving with a greater knowledge of Kaj Munk and his historical
importance.
References
Angelopoulou, A., Economou, D., Bouki, V., Psarrou, A., Jin, L., Pritchard, C., Kolyda, F.,
(2012). Mobile Augmented Reality for Cultural Heritage, in: Venkatasubramanian, N.,
Getov, V., Steglich, S. (Eds.), Mobile Wireless Middleware, Operating Systems, and
Applications, Lecture Notes of the Institute for Computer Sciences, Social Informatics
and Telecommunications Engineering. Springer Berlin Heidelberg, pp. 15–22.
Azuma, R.T., (1997). A survey of augmented reality. Presence-Teleoperators Virtual Environ.
6, 355–385.
Biggs, J.B., Tang, C.S., Society for Research into Higher Education, (2011). Teaching for
quality learning at university. Open University Press, Maidenhead :McGraw-Hill.
Bjork, S., Holopainen, J., 2005. Patterns in Game Design. Cengage Learning.
Fogg, B.J., (2003). Persuasive Technology: Using Computers to Change What We Think and
Do. Morgan Kaufmann.
Gram-Hansen, S.B., Schärfe, H., Dinesen, J.V., (2012). Plotting to Persuade – Exploring the
Theoretical Cross Field between Persuasion and Learning, in: Bang, M., Ragnemalm,
E.L. (Eds.), Persuasive Technology. Design for Health and Safety, Lecture Notes in
Computer Science. Springer Berlin Heidelberg, pp. 262–267.
Ma, J.Y., Choi, J.S., (2006). Augmented Reality as Perceptual Reality, in: Zha, H., Pan, Z.,
Thwaites, H., Addison, A.C., Forte, M. (Eds.), Interactive Technologies and
Sociotechnical Systems, Lecture Notes in Computer Science. Springer Berlin
Heidelberg, pp. 7–10.
Milgram, P., Kishino, F., (1994). A TAXONOMY OF MIXED REALITY VISUAL DISPLAYS.
IEICE Trans. Inf. Syst. Vol E77-D, 1994.
Mintz, J., Aagaard, M., (2012). The application of persuasive technology to educational
settings. Educ. Technol. Res. Dev. 60, 483–499.
Ryan, M.-L., (1994). Immersion vs. Interactivity: Virtual Reality and Literary Theory 1994.
Ryan, M.-L., (2001). Narrative as Virtual Reality: Immersion and Interactivity in Literature
and Electronic Media. Johns Hopkins University Press.
Yoon, S.A., Elinich, K., Wang, J., Steinmeier, C., Tucker, S., (2012). Using augmented
reality and knowledge-building scaffolds to improve learning in a science museum.
Int. J. Comput.-Support. Collab. Learn. 7, 519–541.
Yuen, S.C.-Y., Yaoyuneyong, G., Johnson, E., (2013). Augmented Reality and Education:
Applications and Potentials, in: Kinshuk, Huang, R., Spector, J.M. (Eds.), Reshaping
Learning. Springer Berlin Heidelberg, Berlin, Heidelberg, pp. 385–414.
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Intuitive Surveying & Quantification of Qualitative Input
through the Conceptual Pond Christian Grund Sørensen
Center for Computer Mediated Epistemology, Aalborg University, Denmark
“The Conceptual Pond” is an application for assessment designed to gather qualitative
input through an intuitive, visual interface. The process of using the application serves as
a conceptual aid for personal reflection as well as providing an evaluation system with the
ability to transform this input into quantitative data. The application thus serves three
distinct yet parallel purposes:
1. One of assessing and evaluating through an interface designed with a focus on
intuitive handling, visual language and facilitating input of a qualitative nature.
2. One of processing such assessment of qualitative input so it is transformed into
quantitative, comparable representations.
3. One of supporting learning, reflection and immersion through agency in a digital
environment.
The Conceptual Pond is developed as a response to challenges of evaluation related to the
EuroPlot-project (an EU-supported research project under EACEA), in particular the Kaj
Munk Case, focusing on the dissemination of biography, works, and impact history of
Danish vicar, journalist, and playwright Kaj Munk. The application is designed
implementing persuasive principles (Fogg, Oinas-Kukkonen et al.), learning taxonomies
(Biggs & Tang, Bloom) together with a rhetorical understanding of kairos.
This paper includes the evaluation of several use cases as well as two modifications to the
original application design supporting pre-literate children as well as implementing a
temporal perspective to application functionality.
Keywords: Conceptual Pond, persuasive technology, assessment, intuitive
Introduction
In Western societies (and most other societies) it is the prevailing order that most learning is
done within the framework of an organized school system. Teaching a curriculum through
various methods shapes the knowledge and reflection of pupils and students. Progress in the
field of reaching intended learning outcomes are usually monitored through exams, tests, and
assessments. (Biggs & Tang, Bloom) Despite of changes in pedagogical method and learning
designs the dichotomy and interaction between learning and assessment is stable. Even if
grading is not an issue the mere evaluation of learning is necessary for the planning of future
learning events by the educator.
In a number of contexts, however, formal evaluation in the shape of exams and tests are a less
viable option. Much learning is done, insights gained and reflection facilitated in a number of
less patterned learning environments (Falk, Hooper-Greenville). In the area of cultural
mediation learning is only partly consistent with the formal education system. It is often based
on casual interest, fragile preceding knowledge and fluctuating attention. So, in cultural
mediation or pedagogical work with small children for example, another approach to learning
and assessment may be appropriate.
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Development of The Conceptual Pond has been made in order to facilitate the gathering op
input of a complex nature such as impressions, reflection, opinions, and less categorized
knowledge. These are gathered through a simple interface with an emphasis on overview,
intuition and interface tangibility.
At the same time this diverse input is compiled in the application and is transformed into
generic data suitable for data presentation and cross tabulation thereby transforming
qualitative data into material suitable for quantitative analysis.
The intention has been to develop an assessment tool shaped to fit the interests and
expressions of the users rather than fitting these interests into too firmly predefined
frameworks. User adaptation is supported by the interactivity of the digital format.
This paper serves to present a pilot study of The Conceptual Pond and the theoretical
framework behind it as well as suggesting areas for further research.
The Conceptual Pond is designed to solve tasks primarily in the field of learning, social
sciences and human sciences. The theoretical background and functionality however makes it
no less relevant in other sectors such as human computer interaction, psychology, or social
sciences. The need for analyzing humanly expressed thoughts is central in a broad variety of
academic, pedagogic, cultural or societal projects. Use cases referred to in this paper should
demonstrate this applicability in several environments.
Background
The Conceptual Pond is originally developed to meet challenges of evaluation in the
environment of the EuroPlot-project (an EU-supported research project under EACEA). Part
of this project has a focus on the provision and dissemination of cultural content. The Kaj
Munk Case has been explored by Aalborg University and the Kaj Munk Research Center. Kaj
Munk (1896-1944) was a leading Danish theologian, playwright, journalist and writer. His
works comment the political and philosophical issues of his era as well as discussing
existential and religious subject of the modern paradigm. Kaj Munk also contributed
substantially to Danish WWII history by being executed by German authorities in 1944 for
his nonviolent resistance to the German occupation. Ideas from Kaj Munk were inspirational
for the implementation of truth committees in the South African reconciliation process after
apartheid, thus proving the heritage of Munk to be relevant in a history of impact.
Due to the complexity of the content of this cultural mediation several approaches have been
made providing digital learning material content (Hansen, Hansen, Sørensen, Øhrstrøm 2013).
Archival access is facilitated through The Munk Study Edition (Petersen & Øhrstrøm)
offering fully searchable annotated texts of Munk’s plays and sermons. The application is
based on an EMDROS-database (Petersen 2004) The Munk Study Edition is supplemented
with GLO’s (Generative Learning Objects) (Hansen, Hansen, Sørensen, Øhrstrøm 2013).
Working with these multimodal learning processes raised the attention to the need of
acquiring valid feedback of not only knowledge but also interpretation and impression. For
this reason The Conceptual Pond was designed in cooperation with Mathias Grund Sørensen
(Sørensen & Sørensen).
Persuasive assessment
As mentioned in the introductory remarks assessment is a consistent part of most common theories of learning. In the neoclassic understanding of cognitive domain in Blooms Taxonomy (Bloom) assessment is a vital part. In the Structure of Observed Learning Outcomes Taxonomy of Biggs (Biggs & Tang) evaluation and assessment play an equally important role – emphasizing the importance of
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observation in the term “Observed Learning Outcomes” of the SOLO taxonomy. In the Anglo-Saxon learning paradigm to which the two learning theories belong assessment plays a more dominant role than in Scandinavian school tradition. However, since evaluation is an integrated part of contemporary educational practice. It is necessary also for the EUROPlot-project to develop and present suitable assessment tools for the evaluation of the individual student/users as well as groups. Nevertheless, as Odendahl points out: “Abstract principles have to be translated into real tests for real students … ”How” decisions include question format: selected-response tasks, in which the student selects from among answers that are provided on the test, or constructed-response tasks, in which the student generates a product or performance.” (Odendahl, 2011, p. 8). The process is in casu assessment related to the Kaj Munk Case of a two-step nature (Rossman & Rallis): 1. The gathering of valid qualitative input. 2. The adaptation of these data into an environment suitable for further analysis. The first part of this two-step model implies the motivation and persuasion of the learner to take part in the process of assessment. In a regular school system at any level this may often be a minor challenge. Moving into the area of cultural mediation users usually feel less obligation to take part in surveys etc. This calls for another motivational approach than the Benthamian concept of the omnifocal Panopticon in which prisoners were subject to assessment in the shape of surveillance. The Panopticon is used also as a societal metaphor by Michel Foucault (Foucault, 1977; Jespersen et al. 2007). Perhaps a third aspect needs to be added to the Rossman & Rallis approach: 3: The implementation of qualitative input into a persuasive process for enhancing reflection. Tools and principles for meeting this challenge may be found in discourse in the field of persuasive technology. The basic discourse in the persuasive technology field is rooted in the research of behavioral psychologist B.J. Fogg. In his book “Persuasive Technology – Using Computers to Change what we Say and Do” he combines observations in the human computer interaction field with a psychological understanding offering a number of methods or devices to persuade the user into adapting a certain attitude or behavior “without coercion or deception” (Fogg, 2003). Many of the “classic” persuasive devices of the 2003 book require a certain kind of monitoring, assessment or feedback to function as intended. This also applies for Foggs’ persuasive tools, namely tailoring, conditioning, reduction (to some extent), and in some cases also tunneling, and suggestion. These persuasive devices most often function with the assistance of interactive feedback that allows for proactive agency decided by the feedback of past choice, such as product recommendation systems utilizing past user purchases.
Figure 1. Assessment in Persuasive technology
Device: Surveillance Peer comparison Self-monitoring
Example:Panopticon CCTV Exams Endomondo (1) Educational games Endomondo (2)
Assessment and evaluation is often at the center of technologies related to self-monitoring and surveillance (Oinas-Kukkonen). In Figure 1. the role of assessment in Persuasive Technology is defined as an axis with three elements: Surveillance, peer comparison, and self-monitoring. A not very benevolent interpretation could be to make a parallel between surveillance and assessment in the shape of exams and tests. This may be partly true. At the same time peer comparison is an important factor in educational assessment systems, and even the element of self-monitoring is vital part of the motivational process for the individual student. The pinpointing of exams to one single point at the axis is therefore reductionist. The examples may be pinpointed differently on the surveillance - self-monitoring axis depending on the actual use. Therefore
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Endomondo, the sports tracker, is also pinpointed as (1) or (2) depending on what features are used in the app. If the tracker is applied only for personal individual use it supports and motivates through self-monitoring. Once results are shared on social media a more or less voluntary submission to surveillance is accepted. In the Persuasive Technology field such dynamics are heavily discussed, especially in the areas of health-care and prevention. A classic example is Fogg’s heart-rate monitor (Fogg). In an extended form it plays a role in studies of persuasive motivation (Munson, Lauterbach, Newman, and Resnick) where the role of assessment is linked with a social network site in order to benefit from the persuasive power of social comparison and peer support. Another example is the studies of weight loss websites by Lehto and Oinas-Kukkonen (Lohto & Oinas-Kukkonen)). They underscore the worth of assessment in the context of social facilitation, which is closely related to self-monitoring and social comparison.
Kairos
In several aspects the ancient rhetorical concepts are helpful in designing with persuasive
intent (Hasle) Bringing the concept of kairos into play in a postmodern paradigm facilitates a
three-dimensional view to the potential of The Conceptual Pond. Reaching kairos is the art of
designing and applying technology at:
1. The opportune time
2. The opportune place (locationary or virtual)
3. The opportune manner (also medium)
This suggests an ecological approach focusing on adaptable systems design suitable for any
learning environment.The Conceptual Pond facilitates the implementation of all three aspects
of kairos.
From a perspective of reflection it is imperative that some acts of evaluation are carried out
immediately after receiving the impression. In the use case of the teenagers evaluation of
impressions from viewing the Kaj Munk play, they still had the experience in vivid memory
when accessing the survey. Since TCP is part of technology enhanced learning and is
available at all kind of online devices it may be used at any given time. Another aspect of
kairos is the time elapsing carrying out a task. In relation to this it is promising that tests
displayed response times between 95 and 140 sec. on average which appears considerably less
time consuming than comparable questionnaires.
Since learning and reflection takes place in a number of environments it is imperative that the
evaluation system may be available everywhere. This is the case since The Conceptual Pond
is itself everyware in the sense that technology allows for it being used even in the open
country by the Kaj Munk Vicarage Museum, at a kiosk at the library or at a school computer.
The third aspect of kairos refers to the function and characteristics of the system itself. Does it
offer content in a contextually relevant way? In relation to The Conceptual Pond the question
primarily is one of mediation. As shown in the use cases the choice of technology and mode
proves to be convincing. Apart from the few motorical problems handling a non-touch device
the system seems fully sustainable. Using The Conceptual Pond should facilitate reflection
and assessment in a helpful way thus mediating in the opportune manner.
The Conceptual Pond
On the basis of these insights from the areas of learning and Persuasive Technology the conceptual Pond is designed as an intuitive, visual interface for assessment. Depending on use TCP facilitates a type of qualitative assessment which may be relevant at any point of the axis of Figure 1. On the other hand it is obvious that the complexity of the possible input from
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users makes it less helpful for the rather more simplistic answers that will usually be collected in a multiple choice test. The Conceptual Pond is designed with a simple graphical interface. This is important, as the application should be intuitive and easy to navigate even for primary school children and the technologically challenged. Navigation is a simple drag-and-drop movement and the user is always able to alter her choice and change position of the marker. The user has the command of a number of markers, each of them marked with a word or a short sentence. The user can insert non-pre-designed words of her choice thus extending her expression (if this is not prohibited in the evaluation set-up). Unused markers stay in the right side of the screen, unless the user chooses to leave them otherwise. The markers are clearly marked as moveable boxes and have a clear inscription of the corresponding word. In special situations the markers could be substituted with pictures, colors or symbols as previously mentioned. The left and center part of the assessment screen is dominated by a circle of relevance. This circle of relevance marks the area in which the words relevant to the user, describing her denotations and connotations related to the subject, are dragged and dropped at will. The center of the circle of relevance is a marked in a clear color fading slowly into a lighter color. The position relative to the center signals the strength and importance of the expression. Using gradients of the colors green enhances the intuitive impact of the interface. As noted in research (Ham & Midden) the colour green is intuitively recognized as something positive and thereby reduces the cognitive load of the user.
Figure 2. The Conceptual Pond (simplified)
Figure 2. shows a simplified example of the use of The Conceptual Pond related to the Kaj
Munk Case. Results of actual use case presented below.
Use cases
The Conceptual Pond has been implemented at a number of tests. One of these tests (Ex 1:
Reception of Munk’s play “The Word”The Word) is presented in detail.
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Table 1. The Conceptual Pond full-scale testing
Ex Period Number Participants Place Assessment
1 October 2012 23 Confirmation class
13-14 y.o.
Church House
Nørager
Reception of Munk’s
play “The Word”
2 November 2013 25 Library users
8 – 76 y.o.
Mun. library
Nørager
Satisfaction and
interests at library
3 March 2013 40 Philosophy
Students
Aalborg
University
Reflections on Munk’s
play “Love”
4 April 2013 29 Various adults
attending Easter on
Internet survey
Denmark
Reception and
reflection on Easter on
Facebook-project
5 June 2013 83 Various adults
attending Danish
Church Days
Aalborg
Conference
Center
Opinions on important
subjects in Church
communication
6 2013
planned
25
approx
Preschool children Kindergarten Testing TCP featuring
images instead of text
Kaj Munk: The Word
A group of 23 teenagers (13-14 years old) viewed a selected scene of the play “The Word” by
Kaj Munk (1962) in a well-known 1955 movie adaptation of Carl Th. Dreyer. The movie was
rewarded the Golden Lion Award at the 1955 Venice Film Festival. Despite an antiquated
visual language featuring slow dialogue and black/white aesthetics the scene of the
resurrection of a woman deceased in childbirth proves to be very moving and is an iconic
moment in Danish dramatic tradition.
Question was, however, how would this group of teenagers react to the screening? What are
their impressions and reflections? At the same time it was vital not to influence the
participants in the survey. Immediately after the screening the teenagers were given a very
brief introduction to The Conceptual Pond (2 minutes). Remaining in silence they accessed
the system individually contributing with their observations and reflections. The interface was
accessed on a laptop PC similar to devices used at school thus eliminating cognitive stress in
operation. The laptop was placed in a kiosk setup with the screen turned away in order to
secure privacy of the users and avoid possible peer pressure that could bias the results. Each
of the 23 teenagers initiated their session filling out a few pieces of generic information
(name, gender, age). Subsequently all contributors accessed the interface and reported their
impressions to the system.
This process was monitored from some distance to respect privacy and at the same time
record the time lapse. Average operating time was 105 seconds ranging from 25 seconds to
180 seconds. All participants except 2 performed between 75 and 135 seconds. Only one user
displayed any hesitation in using the system. None required additional instruction. All 23
participants explicitly preferred The Conceptual Pond to a paper questionnaire. 9 users had
specific comments. 2 suggested minor changes in design. 7 applauded the user freedom
compared to other evaluation methods (such as questionnaires and qualitative interviews).
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Figure 3: Graphic presentation of case results “The Word”
Results of the results of the teenagers were transformed from quantitative expressions to
qualitative data. Production of graphic was done instantly in TCP-application.
Development: Implementing temporal sequence
In a number of contexts a temporal sequence assessment may prove useful. The linking of
several proceeding psychological tests may be an example (Sørensen & Sørensen).
Development in psychological evolution may be stored and analysed through the system.
In a dynamic understanding of kairos this would entail the opportune moment turning into
several opportune moments linking together in kairos.
Development: Adaption to the illiterate
Recognizing the needs of children and other illiterate people markers may be exchanged by
images or pictograms. In a pedagogical analysis situation as an example markers describing
everyday situations with words may be exchanged by pictograms. Placing
the pictogram into the circle of relevance at a desired position may be a
valid expression of trust or anxiety in a given situation.
Implementing a visual language may also benefit literate users of certain
cognitive styles (Riding & Rainer).
Conclusion
Applying the Conceptual Pond to appox. 200 people in quite different contexts with quite
good results and good feedback allows the conclusion that The Conceptual Pond is a helpful
tool. It facilitates easy and intuitive gathering of – often complex – qualitative information. It
facilitates easy quantification and instant access to this data as well as making I possible for
further cross tabulation.
The greatest experience working with The Conceptual Pond has actually been the expressions
of the users in relief that the design is intuitive and not another complex questionnaire-based
survey. Recognizing the number of agents using questionnaires it is not surprising that a
certain fatigue builds up which may also damage the acquisition of valid data.
Nevertheless a the development and refinement of the conceptual
Further research
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Testing so far of The Conceptual Pond has pointed to it being persuasive, easy to use, and
helpful in the acquisition of qualitative data. Nevertheless TCP needs to be tested further
refining the interface design to support clear user expression and secure assessment does not
facilitate any kind of bias.
Avery promising field is the area of tailoring TCP for certain assessment goals.
Another promising field is the implementation of a temporal flow in assessment, as well as
creating a fully functional interface for illiterates, children and the handicapped.
References
Behringer, R., Gram-Hansen, S.B., Soosay, M., Mikukecka, J., Smith. C., Winther-Nielsen, N,. and Herber, E.,
(2013) Persuasive Technology for Learning in Business Context. ASCENT 2013 Conference, Kuala Lumpur,
11.-12.April 2013.
Biggs, J & Tang, C. (2007) Teaching for Quality Learning at University (3rd edn) Buckingham: SRHE and
Open University Press
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Cognitive Domain , New York
Fogg, BJ (2003) Persuasive Technology - Using Computers to Change What We Think and Do. 2003, San
Francisco: Morgan Kaufmann Publishers
GLOMAKER: http://www.glomaker.org/ (2013) Gram-Hansen, L. B. (2009) “Geocaching in a persuasive perspective”, in “Proceedings of the 4th
International Conference on Persuasive Technology”, ACM New York 2009
Gram-Hansen, S.B., Scharfe, H, Dinesen;J (2011) D.3,1 Persuasive Learning Design Framework 7/2011
Europlot deliverable
Gram Hansen, S.B., Gram Hansen, L.B., Sørensen C.Grund,, Øhrstrøm, P Deliverable 5.3 PLOTLearner v3: The
Kaj Munk Case
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Effects of Cognitive Load on Lighting Feedback Versus Factual Feedback. Lecture Notes in Computer Science,
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4744. Springer
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ICCS 2006, H. Schärfe, P. Hitzler, and P. Øhrstrøm, Editors. 2006, Springer
Lehto, T., & Oinas-Kukkonen, H. (2010). Persuasive Features in Six Weight Loss Websites: A Qualitative
Evaluation. Lecture Notes in Computer Science , 6137/2010.
Munson, S., Lauterbach, D., Newman, M., & Resnick, P. (2010). Happier Together: Integrating a Wellness
Application into a Social Network Site. Lecture Notes in Computer Science , 6137/2010.
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Interface”, IGI Global
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Architecture of applications built on Emdros:Case studies in systems for persuasive learning
Ulrik Sandborg-PetersenDepartment of Communication and Psychology, Aalborg University
Nyhavnsgade 14, 9000 Aalborg, [email protected]
This paper describes the nature and scope of Emdros, a text database engine for annotated text. Three case-studies of persuasive learning systems using Emdros as an important architectural component are described, and their status as to participation in the three legs of B.J. Fogg's Functional Triad of Persuasive Design is assessed. Emdros is shown to be able to form the foundation for any persuasive learning system whose primary function involves text being stored in or retrieved from a database. Similarly, Emdros is shown to be able to provide important support for all three legs of the Functional Triad.
Keywords: Software Architecture, Persuasive Learning Systems, Text Database Engines
Introduction
The EuroPLOT project aims to make it easy for educators to create, share, and reuse “Persuasive Learning Objects”. This goal has been attained so far in a number of systems, including the so-called “PLOTLearner” text-driven language learning tool, and the “Kaj Munk Study Edition”, which is a software program for the display and study of the works of a Danish poet, pastor, and playwright, Kaj Munk. In this article, we explore the architecture of each of these systems, and also describe the architecture of a third system, namely the “Kaj Munk Virtual Research Laboratory”. All three of these systems are persuasive in nature, and all three of them have a particular database management system as their architectural underpinning, namely the Emdros database engine.
The rest of the paper is laid out as follows. We first describe Emdros, its nature and its scope of use. We then describe the three systems under case-study, including their architectures, and we show how each of them embodies some aspects of the Functional Triad of B.J. Fogg [Fogg, 2002; ch. 3-5]. Finally, we offer some concluding remarks.
Emdros: Nature and scope
Emdros is a database management system for managing a particular kind of data, namely “annotated text”. Annotated text can be described as “text plus information about that text.” Text is fundamentally different in nature than, say, employee records or databases of movie information, due to some properties of text which are not usually present in data which fits easily into the relational database model. Three such properties of text include: First, the linear nature of text, in that text is meant to be read and understood in sequences of varying length. Second, the embedded nature of text, in that language can be seen by linguists, writers, publishers, and others to exhibit hierarchical structures, including the “word --> clause --> phrase --> sentence” linguistic hierarchy, and the “sentence --> paragraph --> section --> chapter --> book” compositional hierarchy familiar to readers and writers. Third, the phenomenon of “gapping”, or “distant relations”, whereby one part of a sentence – such as the preceding – is separated from another by a parenthetical clause or phrase (as just exemplified). All three phenomena – sequence, embedding, and gapping – are properties of
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text which call for special handling in a database, and Emdros caters to each of these properties, as well as other properties of annotated text, in meaningful ways. It does so by implementing a database model and a query language which make it easy to think about, implement, query, and use the textual data.
Thus Emdros implements a particular database model of text, which makes it easy to think about text in database terms. The database model is called the “EMdF model”, and is a descendant of the MdF model described by Crist-Jan Doedens in his PhD dissertation [Doedens, 1994, chs. 2-4]. Similarly, Emdros implements a query language called “MQL”, which again makes it easy to query annotated text in meaningful ways. The query results of MQL fit naturally with the EMdF model, just as the query results of an SQL query fit naturally within the relational model [Codd, 1980]. The MQL language is a reformulation and implementation of the QL language also described by [Doedens, 1994, ch. 6].
Emdros also implements other layers, including a “Full Text Search engine”, built on top of MQL. The “Full Text Search” engine provides proximity searches, exact phrase search, optional trunkation of search terms, and other features.
Another layer provided by Emdros is a “harvest layer”, which makes it easy to “play back” parts of documents stored in an Emdros database. For example, an XML, HTML, PDF, or MS Word document, having been stored in an Emdros database, can be easily “rendered” back as either HTML, XML, JSON, RTF, LaTeX, or whatever notation one wishes to employ. The format to be output is described in a “style sheet”, which tells the harvest layer what to do with textual objects in the database such as “paragraph”, “sentence”, “token”, or whatever object types the database designer has chosen to implement in the database application under construction.
A relational database management system does not dictate what tables to put in a particular database. It merely provides a database model (the relational model) within whose parameters (tables, columns, column types, primary keys, foreign keys, etc.) the data must be modelled in a schema. The schema, in turn, provides the parameters within which the actual data can be used to populate the database. A relational database management system also usually provides a query language (most likely SQL) in which to define the schema, create the data, update the data, query the data for retrieval, and delete the data.
Similarly, Emdros does not dictate which kinds of textual annotations of textual elements to store in a database. Instead, it provides parameters within which those textual elements and textual annotations can be defined in a schema, and entered into the database as data. Similarly, Emdros also provides a query language (the MQL query language) for defining the schema, creating the data, updating the data, querying it in meaningful ways for retrieval, and deleting the data. Thus the user is free to choose, for example, whether to include a “sentence” object type, and whether to store the text as individual graphemes, morphemes, words, sentences, or even higher-level units as the basic unit of text. The construction of the schema, with its concomitant choices for the determination of the nature of the textual data, is up to the programmer and/or database designer who uses Emdros. For an overview of these aspects of Emdros, please see [Sandborg-Petersen, 2008], as well as the Emdros documentation available from the Emdros website, http://emdros.org/.
Emdros is not meant to be used in isolation. It implements some layers which has the potential greatly to reduce the code-base of any system having to store text in a database. Thus Emdros plays its part in a larger system, for example an application sitting on the user's desktop, on an iPad or iPhone, on an Android device, or even on a server. The two great advantages of Emdros are: First, its ease of use for the programmer of the system dealing with text, whose task is made much simpler and cleaner. And second, its speed. Both of these
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aspects have been described in [Petersen, 2005, 2006a, 2006b] and [Sandborg-Petersen, 2008]. For a concise introduction to Emdros, see [Petersen, 2004].
Emdros is Open Source under the GNU Public License version 2, and is available for free download from the Emdros website.
Case studies
In the following, we describe the nature and architecture of each of the three systems under case-study. We first describe the PLOTLearner, then the Kaj Munk Study Edition, and finally the Kaj Munk Virtual Research Laboratory.
PLOTLearnerPLOTLearner is a tool developed within the EuroPLOT project which aims to make it easy to create, reuse, and consume Persuasive Learning Objects within the domain of language learning. It builds on a number of ideas, including the following: First, that language learning can be driven by particular texts, where those texts have been analysed linguistically. Second, the idea that the quiz format, with its questions and required answers, facilitates learning. An early version of PLOTLearner has been described in [Tøndering, 2009].
The idea is to give the learner a piece of a text, along with a number of questions which the learner must answer about the text. The questions are taken directly from a database of linguistically analysed or annotated text, embodied in an Emdros database. It is the task of the learner to answer the questions correctly, and thus gain greater insight into the system of the language being studied. For example, questions can relate to the parts of speech, tense, aspect, number, gender, meaning, and other lexical and morphological aspects of individual words. Or questions can relate to features of phrases or clauses, depending on the underlying database.
Figure 1. Architecture of PLOTLearner
PLOTLearner has been designed to be language-independent and text-database driven. Thus a number of databases for various languages have been published alongside PLOTLearner, including Ancient Hebrew, Ancient Greek, and modern German. There is a “facilitator's view” (or “teacher's view”), which deals with designing questions and saving them in a separate file as a persuasive learning object. The other view deals with “playing back” the questions and
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asking for answers in a “student's view”. The “facilitator's view” depends on the underlying Emdros database for drawing information for the questions from the annotated text.
Thus Emdros it situated at the bottom of the architecture of the application, as depicted in Figure 1. The architecture is, as can be seen, a fairly standard “Model – View – Controller” architecture, with a database layer underneath in the form of Emdros.
Kaj Munk Study EditionThe Kaj Munk Study Edition in an earlier form, its content, its rationale, and its architecture are described in greater detail in [Sandborg-Petersen, 2008]. Here, the following description will suffice for our purposes. The Kaj Munk Study Edition has been further developed within the EuroPLOT project. It is in essence a “Kaj Munk Browser”, which builds on the rather self-evident idea that in order to get to know an authorship, one has to have access to the texts constituting the authorship. Thus the Kaj Munk Study Edition software contains and displays the works of Kaj Munk, an important cultural figure in Denmark and even in Europe in the period between World War I and World War II. The software provides easy access to not only the works of Kaj Munk, but also a wealth of explanatory notes, introductory material, pictures, and other information about Kaj Munk and his works. Both simple and advanced search facilities are included, there are “backwards” and “forwards” buttons, and in general, the user experience is much like that of a “web browser”, only it is the works of Kaj Munk that are “browsed”, rather than the web.
The wealth of information provided by the Kaj Munk Study Edition is shown to the user in a number of panes driven by custom HTML widgets. The left part of the screen displays the text being read. The right part of the screen can be chosen by the user display the list of works, ancillary information, explanatory notes, or search results.
Figure 2. The architecture of the Kaj Munk Study Edition software
As can be seen in Figure 2, the architecture of the Kaj Munk Study Edition software also has Emdros as its underpinning. The code base of the Kaj Munk Study Edition is very small considering the many features. In fact, it only comprises about 10,200 lines of C++, not including the aforementioned HTML widget. Of these 10,200 lines, most are taken up by the View and the non-database-facing parts of the Controller. Only about 1,600 lines are
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necessary for retrieving and assembling all of the various kinds of displayable information from the databases of diverse kinds. Thus Emdros is seen to be easy to use for the programmer, and to assist in reducing the number of necessary lines of code to a large extent, as compared to what would otherwise have been necessary.
Figure 2 also shows the inner architecture of Emdros itself: At the bottom, there is a storage backend; in this case, it is SQLite 3, but other backends are supported such as PostgreSQL, MySQL, SQLite 2, and the author's own proprietary “Bit Packed Tables” or “BPT” engine. The latter makes deployment of Emdros feasible and useful on low-powered devices such as iPods, iPads, iPhones, and Android devices, due to the speed of the BPT engine.
The next layer of Emdros is the database model layer, embodied in the EMdF layer. This in turn is called upon by the query language layer, the MQL layer. The application is able to use MQL directly, or use any of the other layers, including the harvest layer and the Full Text Search layer.
The Kaj Munk Study Edition implements its own Full Text Search layer, for historical reasons, but could easily be adapted to use the Full Text Search layer of Emdros, thus reducing its code-base even further. The Controller layer of the Kaj Munk Study Edition is a thin layer between the upper View (GUI + HTML widget) layer, while the Text Retrieval layer is a very thin layer on top of the Harvest layer of Emdros.
Thus the architecture of the Kaj Munk Study Edition software is similar to that of the PLOTLearner: A Model – View – Controller application with Emdros serving as a backend. As has been pointed out, the code base of the Kaj Munk Study Edition is rather small compared to the wealth of features it provides, and this is due to the power and ease of use of the undergirding database engine.
Kaj Munk Virtual Research Laboratory
Figure 3. The architecture of the Kaj Munk Virtual Research Laboratory
The Kaj Munk Virtual Research Laboratory is a web-based collaborative research application, which aims to gather researchers around the texts of Kaj Munk. It provides the literary, historical, or theological researcher with tools to author explanatory notes to the works of Kaj
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Munk, and to anchor these notes in the text. The Laboratory also provides the researcher with social tools such as the ability to comment on the notes of other researchers, thus keeping the scholarly debate and dialogue open and transparent. The notes themselves can also be viewed in various ways, both situated within the texts and aggregated over many texts at once, thus providing a better overview of the corpus of annotations having been written. Finally, the Laboratory provides access to the works of Kaj Munk, both in terms of displaying the works, and in terms of searching them.
The web application itself is a very thin layer built on top of Emdros, using the same databases that are used in the Kaj Munk Study Edition. The architecture can be depicted as in Figure 3.
In a sense, the Kaj Munk Virtual Research Laboratory possesses the simplest architecture of the three systems under case-study, in that it does not have a model in and of itself – Emdros is enough to provide the model entirely. Thus it implements a View and a Controller, and lets Emdros play the role of both the database backend and the model.
Persuasive nature of the case-studies
As described by B.J. Fogg in Chapters 3 through 5 in [Fogg, 2002], Persuasive Design encompasses three ways in which a computer system can be persuasive, as embodied in Fogg's “Functional Triad”, also described in [Fogg, 1998]:
1. First, by being a “Persusaive Tool”, which “does” something for the user.
2. Second, by providing “Persuasive Media”, in which the user is encouraged to consume information, for example.
3. Third, by being a “Persuasive Social Actor”, in which the computer either facilitates and mediates social interaction between humans, or interacts socially with humans by itself.
Fogg's Functional Triad can be depicted as in Figure 4.
Figure 4. The Functional Triad
As summarized in Table 1, the three systems under case-study exhibit some or all of these persuasive characteristics in Fogg's “Functional Triad”.
Table 1. The Relationship between the Cases and the Three Legs of Fogg's Functional Triad
System Tool Media Social Actor
PLOTLearner X XKaj Munk Study Edition XKaj Munk Virtual Research Laboratory X X X
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The PLOTLearner system can be characterized by both being a “Persuasive Tool” – because it persuades the user to do something in the task of learning a language – and by providing “Persuasive Media”, in that PLOTLearner provides the opportunity to consume both some text from the language being studied, and an analysis of these texts. Notice that Emdros plays a central role in the implementation of both the “persuasive tool” aspect, and the “persuasive media” aspect, given that both the quizzes and the texts from which they are derived have their origin in Emdros within the system.
The Kaj Munk Study Edition provides “Persuasive Media”-style access to the texts of Kaj Munk by making it very easy to study the works of his authorship. The program is itself not a social actor, nor does it facilitate social interaction between students of the works of Kaj Munk. The program does not really function as a persuasive tool either, since it does nothing particularly persuasive or special to assist the user in his or her study of the texts. That is, there is no set agenda through which the order of the steps being taken by the user in order to study the works of Kaj Munk can be carried out. Thus the concept of persuasive “tunnelling” does not apply, for example. Notice again that Emdros has a central role to play in the implementation of the persuasive media, in that almost all of the various kinds of media being offered for consumption by system have their origin in Emdros.
The Kaj Munk Virtual Research Laboratory, on the other hand, exhibits all three legs of Fogg's Functional Triad. First, it is a tool which persuasively helps the user perform a task, namely the annotation of the works of Kaj Munk. Second, it provides access to “persuasive media”, by making it easy for the user to consume both the works of Kaj Munk and the annotations connected to the text. Third, it is a “persuasive social actor”, in that it facilitates easy social interaction between the various researchers who use the system, as well as being a social actor in its own right in its persuasive messages to the user, which sometimes are of an encouraging or even forbidding nature. Notice yet again that Emdros, being the model component of the system, plays a very central role in all three persuasive aspects of the system.
Not all persuasive learning systems will be able to benefit from Emdros. Systems which do not deal with text as the primary content in their persuasive learning objects may not be able to benefit much from Emdros, being, as it is, primarily a text database engine. However, as can be seen, Emdros is able to facilitate the implementation of all three legs of the Functional Triad inherent in Persuasive Design, probably reducing the necessary size of the code base. Thus persuasive learning systems of many kinds will be able to benefit from using a solidly theoretically founded text database engine such as Emdros. In addition, any system whose primary functions include giving access to, searching, creating, or otherwise dealing with text plus information about that text in a database are likely candidates for systems that could benefit from incorporating Emdros.
Conclusion
In this paper, we have provided an overview of the Emdros text database engine for annotated text, and have developed three case-studies of persuasive learning systems which incoporate Emdros as an architectural underpinning. The three systems have been described as regards purpose, nature, functionality, architecture, and as regards the three legs of the Functional Triad og Persuasive Design described by [Fogg, 2002]. We have argued that Emdros is capable of undergirding all three aspects of any persuasive learning system whose primary content includes text plus information about that text. We have also argued that the power and ease of use of Emdros makes it likely that the size of the code base necessary to accomplish the goals of such systems can be reduced by incorporating Emdros, as compared to systems
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which use other forms of databases. This is due to the fact that Emdros caters specifically to some aspects of text which are hard to implement in traditional database management systems, including the phenomena of sequence, embedding, and gapping.
Acknowledgements
The author wishes to thank Claus Tøndering for important insight into the PLOTLearner architecture, provided through personal communication.
References
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Doedens, Crist-Jan (1994). Text databases: One database model and several query languages. PhD dissertation, Universiteit Utrecht, Netherlands.
Fogg, B.J. (1998). Persuasive computers: perspectives and research directions. In CHI '98. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Los Angeles, California, USA, pp. 225-232. ACM Press / Addison-Wesley Publishing Co., New York, NY, USA.
Fogg, B. J. (2002). Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann.
Petersen, Ulrik. (2004).Emdros – a text database engine for analyzed or annotated text, In ICCL, Proceedings of COLING 2004, held August 23-27 in Geneva. International Committee on Computational Linguistics, pp. 1190—1193.
Petersen, Ulrik. (2005). Evaluating corpus query systems on functionality and speed: TIGERSearch and Emdros. In: Angelova, G., Bontcheva, K., Mitkov, R., Nicolov, N. and Nikolov, N. (eds): International Conference Recent Advances in Natural Language Processing 2005, Proceedings, Borovets, Bulgaria, 21-23 September 2005, pp. 387—391.
Petersen, Ulrik. (2006a). Querying both Parallel and Treebank Corpora: Evaluation of a Corpus Query System. In: Proceedings of LREC 2006.
Petersen, Ulrik. (2006b). Principles, Implementation Strategies, and Evaluation of a Corpus Query System. In: Yli-Jyrä, Anssi; Karttunen, Lauri; Karhumäki, Juhani (eds), Finite-State Methods and Natural Language Processing 5th International Workshop, FSMNLP 2005, Helsinki, Finland, September 1-2, 2005, Revised Papers, Lecture Notes in Computer Science, Volume 4002/2006, Springer Verlag, Heidelberg, New York, pp. 215—226. DOI: 10.1007/11780885_21.
Sandborg-Petersen, Ulrik (2008). Annotated text databases in the context of the Kaj Munk archive: One database model, one query language, and several applications. PhD dissertation, Department of Communication and Psychology, Aalborg University, Denmark. Available from http://ulrikp.org/PhD/
Tøndering, Claus (2009), 3ET – An Automatic Tool for Grammar Training, Hiphil, Volume 6 [http://www.hiphil.org] Accessed 30.06.2013.
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Application Domains
Persuasive Design can be applied in a variety of applications, and different technologies can appear
most suitable for specific application needs. Two examples will be presented here: Gram-Hansen has
used mobile learning technologies for teaching about Danish literature. Bertel and Rasmussen have
employed entertainment robotics in Autism therapy and education.
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Motivating the interest in Danish literature with Mobile Persuasive Learning
Sandra Burri Gram-Hansen, Karina Dyrby Kristensen Department of Communication and Psychology, Aalborg University, Denmark
[email protected] , [email protected]
Lasse Burri Gram-Hansen Royal School of Library and Information Science, University of Copenhagen, Denmark
This paper analyses and discusses the potential of Mobile Persuasive Learning (MPL) in
relation to learning scenarios that involve complex and interdisciplinary learning material.
A specific example of MPL is presented, which has been developed with the intent to
motivate the interest of the life and works of Danish author and playwright Kaj Munk. A
Persuasive Learning Design (PLD) is tried in a specific learning scenario that aims to
introduce the history of Kaj Munk to students in lower secondary education in Vester
Hassing in Northern Jutland. The methodological background for the chosen scenario is
described and evaluation activities are presented and discussed and it is argued that while
the topic is possibly too complex for the particular age group of students chosen,
evaluation feedback and researcher observations point towards a significant potential in
further developing MPL-designs in a school context.
Keywords: Mobile Persuasion, Collaborative Learning, Kaj Munk, e-PLOT, Mobile
Persuasive Learning
Introduction
This paper presents and discusses a test project concerning MPL in a small Danish village,
where a group of students were involved in a number of learning acitivities regarding the
historically significant Danish vicar Kaj Munk.
Kaj Munk served as vicar in Vedersø in Western Jutland, and was assassinated by Gestapo in
January 1944 after having aired his resistance against the German occupants through his
sermons and his literary works. As a result, Kaj Munk has become an important figure not
only in Danish literature, but also in Danish history, and the mediation of his life and works
receives attention both in learning and in mediation of cultural heritage. One of the interesting
aspects of the works of Kaj Munk is the fact that many of his dramas and other texts are
closely related to specific places – mainly in Denmark and very often in the area around
Vedersø in western Jutland where he lived and served as vicar. The close connection between
many of Kaj Munk’s texts and specific locations in different parts of Denmark, constitutes the
primary reason why MPL may show particular potential in this work case (Gram-Hansen &
Gram-Hansen, 2013) (Gram-Hansen, 2013b).
The Kaj Munk example springs from research conducted within the EU funded e-PLOT
project. E-PLOT aims to explore the theoretical and practical overlap between persuasive
design and learning technologies, through further development of two existing technologies;
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PLOTLearner and PLOTMaker. It has been argued that mobile devices hold potential which
may ease the task of incorporating the surroundings in a design (Fogg & Eckles, 2007)
(Bødker, 2012), and as a result PLOTmaker now provides teachers with the ability to create
not only traditional but also mobile learning objects which can be executed through
smartphones and tablet computers. In order to test both types of learning objects, the
Persuasive Learning Design (PLD) presented in this paper, includes both traditional and
mobile learning objects all of which are linked to an overall intended outcome.
The trial took place at the local school in a small village in Northern Jutland called Vester
Hassing. The link between location and learning material in this is case exemplified by a
historical anecdote describing how Kaj Munk once agreed to give a sermon in Vester Hassing
church, but only after having received written notice from the village snow bailiff, letting him
know that the local pastor was in fact a very funny man - a notice which Kaj Munk found
funny enough itself to make him agree to visit the village. The anecdote itself is not of major
significance to Kaj Munk’s works in general, but it does provide an example of the mentality
of Kaj Munk which might facilitate the student’s understanding of him as a historical figure.
Furthermore, the fact that the home village of the students was somehow related to Kaj Munk
was also expected to motivate the students’ interest in the topic - especially as Vester Hassing
is a small village with little significance in the overall history of Denmark. The persuasive
learning design in Vester Hassing was divided into three phases, followed by an evaluation
session involving all participating teachers, observers and the entire group of students. The
inclusion of both traditional and mobile learning objects, sought to constitute a multimodal
learning experience with a strong emphasis on collaborative learning.
From Geocaching to Mobile Persuasive Learning
A 2006 pilot study from Thorning elementary school, Denmark, used mobile technology to
enable teaching outside the classroom (Thomsen, 2008). Using the location-based GPS-hunt
Geocaching, teachers motivated students to learn different subjects in appropriate
surroundings leveraging the students’ fascination with technology to spark their interest.
Generally, the students were successfully motivated to engage in learning via location-based
mobile technology, and even in situations when the educational benefit was minimal, the
students were still motivated by the idea of doing classes outside the classroom. However, the
teachers learned that they needed to carefully prepare material for this specific type of
teaching. When the content was planned more thoroughly, the geocaching activity could be
used to motivate students of all ages and in a wide variety of subjects.
Subsequent research has argued that the dynamics of Geocaching hold an interesting
persuasive design potential, as Geocaching combines elements such as location and context
aware technologies with elements of competition, rewards and a number of persuasive design
principles (Gram-Hansen, 2009). Ongoing research in digital dissemination of cultural
heritage suggests that the dynamics of Geocaching holds the potential to motivate an interest
in areas of cultural heritage, which may not receive much attention otherwise. The research is
exemplified by a number of Geocaches located in the area around Vedersø where Kaj Munk
served as vicar.
The results of both the pilot study and the ongoing investigation of Geocaching in a PD
context in Vedersø, serves as a primary source of inspiration for the Persuasive Learning
Design (PLD) in Vester Hassing. The overall plan for the design was to create a multimodal
learning experience where an appropriate balance was established between the learning
material, the intended learning outcome and the learning context. Of particular importance
was the understanding that being at a specific location when receiving learning material,
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influences the way students perceive the material. In consideration of the time that has passed
since WWII, the students have no natural understanding of the age in which Kaj Munk’s
literary works were produced. As a result, the learning design sought to not only present the
learning material in an appropriate and motivating manner, but also to enable the students to
create their own references to locations and events which were important in that time.
Mobile Persuasive Learning in Practice
Previous research has argued that the unique claim of persuasive design is not tied to certain
technologies, but rather depends on how these technologies are applied within a specific
context. As such, persuasive design becomes the discipline that creates the link between
technology and context, based on a strong focus on appropriateness within that context.
Rather than constituting an approach to technology design which offers little novelty when
related to more established research fields, persuasive design becomes a Meta layer, where the
context is explored in a wider sense, and where the focus of the designer is to establish a link
between the context, the persuasive intention and available technology while remaining a
recurring ethical perspective (Gram-Hansen, 2013a; Gram-Hansen, 2013b). When related to
learning design, this new and more nuanced understanding of persuasive design
acknowledges the various recognised approaches to learning, which are already applied in a
variety of setting. The PD approach supports these approaches by adding an overall reflective
perspective, which motivates teachers to consider ways to actively adapt the surroundings in
the learning design.
One of the challenges for teachers who work with a constructivist approach to learning, is
argued to be contradiction between intentions related to the learning scenario and the physical
frames of the setting (e.g. an auditorium does not motivate student activities; see (Leijon,
2012). By its wide and context-oriented perspective, persuasive design may potentially
provide teachers and learners with new approaches to teaching and learning, which may help
overcome the challenges related to physical surroundings. As a result, the persuasive learning
design describes the overall understanding of the intended learning scenario, and the learning
technologies applied within the learning design become facilitators for reaching the intended
outcome. Thereby it is still agreed that a technology is only persuasive, when applied
appropriately within the intended use context.
As described above, the described understanding of persuasive learning designs has been tried
in a specific learning scenario that aimed to introduce students in lower secondary education
in Vester Hassing in Northern Jutland, to Kaj Munk. The 18 students that participated in the
trial were 13-14 years of age and did not have any previous knowledge of Kaj Munk. From
films and literature, they did however know a little about WWII, and did as such have some
understanding of the dynamics that influenced the world when Kaj Munk was murdered.
PLOTMaker enables teachers to produce both traditional and mobile learning objects. In order
to test both types of learning objects, the persuasive learning design developed for the
students in Vester Hassing, included both traditional and mobile learning objects all of which
were linked to an overall intended learning outcome. The use of mobile learning objects were
of particular relevance to the Kaj Munk case due to the connection between historical events,
literature and specific locations, which is a particular distinction for this work case.
The overall persuasive learning design was widely inspired by the previously mentioned
results from applying geocaching in digital mediation of cultural heritage. In particular, the
notion of Mystery Caches, where the users must solve a puzzle in order to find a specific
location, was a motivating factor in the development of the learning design.
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The overall approach to the development of the persuasive learning design is based on the 6
step guide to persuasive learning which has been developed in relation to the e-PLOT project
(Kristensen, 2013). The 6 step guide combines an acknowledged Danish approach to learning
designs with Fogg and Eckles’ 8 step approach to persuasive design, and seeks to provide
teachers with a step-by-step framework for developing persuasive learning designs. The guide
approaches learning design preparation through two different phases, the first one placing a
focus on the learning scenario, and the second phase focusing more specifically on the
learning material. Both phases include contextual reflections based on the rhetorical notion of
Kairos, and both phases undergo a recurring evaluation process, in order to ensure that the
final learning design meets the requirement of an appropriate balance between intended
outcome, technology and context.
Put to practice, the guide served as a supporting framework throughout the design process,
ensuring that particular attention was drawn towards the context, and more specifically the
balance between student’s ability, the technologies used, and the intended learning outcomes.
With reference to the wider understanding of the concept Kairos and the notion of context
adaptation (Gram-Hansen, 2013a), the influence of persuasive design in this particular
learning design is defined by the reflections regarding how the student’s normal surroundings
and media can be applied in the learning scenario. As the intended outcome of the learning
design is for the students to learn about Kaj Munk, it is important that the technologies do not
outshine the learning material by drawing all attention. Nor must the technology appear too
complex, as the students may then focus more on how to use the devices and less on what the
technologies are mediating. Instead, the technologies and the learning objects mediated
through them must function as facilitators that underpin important arguments at appropriate
moments, for instance when the students are at a specific location, or as a way to follow up on
a more general introduction. These reflections proved themselves to be particularly important
due to the age group of the students. Whilst older students may be able to distance themselves
from the excitement of new technologies in a learning scenario, the students in Vester Hassing
appeared be more easily distracted by new devices.
Prior to the trial, the students were told about the e-PLOT project and explained that their
input and comments about both the learning experience as a whole and the different
technologies is both welcome and important to the researchers in the project. They were also
informed about the overall plan for the day; that they would be doing a combination of group
work in the classroom, and a trip around their town, during which a tablet computer would
guide them and supply them with additional learning material. They were informed that an
observer would accompany them, both in the classroom and en route, but that they were
expected to work independently. It was heavily emphasised that from a research perspective,
the aim of the day was to explore how the students respond to this approach to learning, and
to learn more about what motives the students.
In practice, the learning design consisted of three different phases followed by an evaluation:
1. The introduction phase, during which the students were given a general introduction
to Kaj Munk and the intended learning outcomes of the day. The theoretical
framework in e-PLOT includes reflections regarding the notion of Constructive
Alignment in relation to outcome based learning, which emphasises the importance of
letting the intended learning outcome be known to both teachers and students (Biggs
& Tang, 2007; Gram-Hansen, 2012). The intended outcomes for the students were as
follows:
The students will gain a basic understanding of Kaj Munk as a historical figure and
of the role he played during WWII.
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The students will be able to identify the link between Kaj Munk’s works and
specific locations in Denmark
This phase took part as a traditional classroom setting, where the material was
presented through PowerPoint. The introduction was kept very short (approx. 15
mins.), and was mostly used for practical information. The introduction to Kaj Munk
was limited to three points:
Kaj Munk was a Danish Vicar
He was a poet and a playwright
Gestapo murdered him during WWII.
As one of the aims of the trial was to evaluate the potential of persuasive learning
objects, it was considered important to let the students know as little as possible before
engaging in the learning material.
2. The classroom phase, during which the students worked in smaller groups (4-5
students in each group), and engaged in more specific exercises. All groups were
presented with a worksheet with different questions about Kaj Munk and WWII, and
in order to answer these questions the students had to explore a number of Kaj Munk
related Learning Objects. Originally, the intention behind the exercise was that by
answering the questions correctly the students would be provided with a series of GPS
coordinates that would determine their route around Vester Hassing. However, in
order to ensure that not all groups would be on the route at the same time, it was
decided to simply dispatch groups every 10 minutes, and let the groups which returned
back to the classroom first, complete the worksheet upon their return.
3. The Mobile Learning phase, which took place on a tour through Vester Hassing. As
the groups were dispatched, they were given a 7” tablet that had been prepared to
execute the learning material. The students were sent out on a specific route to explore
the village and amongst other things discover how buildings that no longer serve a
specific purpose, carried historical significance. For instance, the students were sent
by the old train station in Vester Hassing, and asked to solve a photo challenge, whilst
learning about the time when members of the Danish resistance in WWII blew up the
railroad in Vester Hassing in an act of sabotage. While at the specific location, the
students were presented with a photo of the station as it appeared during WWII, and
asked to use their cameras in their mobile phones to capture a new picture of the
station, in the same angle as the old picture.
The learning material and the tasks presented to the students during the tour of the
town, was presented through mobiles GLOs, which were activated by scanning a QR
code. The decision to activate the Mobile GLOs with QR codes rather than GPS, was
based on the students working in groups rather than individually. The GPS option
would enable the learning material to be activated on specific locations, however the
QR codes held the benefit of engaging all members of the group in searching for the
location, rather than just the person holding the tablet.
Evaluation and reflection
Once having completed the 3rd phase, the students reconvened in the classroom for a closing
evaluation session. Through a combination of quantitative and qualitative evaluation methods,
the aim was to evaluate not only the learning potential of the design, but also the
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persuasiveness of the experience as a whole. Evaluation the persuasive potential of the design
called for careful consideration, as the students due to their age group were believed likely to
respond positively to the learning experience, simply as a result of the activities being
something new and technology-based.
In practice, the evaluation phase consisted of a number of activities which sought to be
inclusive towards all students, and which allowed students to respond anonymously to
questions regarding the learning experience.
In order to assess if the students had met the intended learning outcomes, the evaluation phase
started with a group competition in terms of a quiz. A number of questions were read out one
at a time, and for each question, the groups were given a moment to quietly discuss their
answer and write it down on the quiz form. The questions were all based on information the
students had been presented with during the day, either during the classroom phase or on the
route in Vester Hassing. The groups were informed that they were not allowed to use their
notes from the earlier phases to answer the questions; they were however allowed to use the
pictures they had taken while solving the tasks of the MLD. If the photo challenges had been
solved correctly, their pictures would include some of the answers to the quiz.
Although the students had only been told very little about Kaj Munk in the beginning of the
day, all groups performed impressively well in the quiz. The quiz included questions such as
“Why was Kaj Munk murdered”, “Why did he agree to speak in Vester Hassing”, “How many
of Kaj Munk’s literary works can you mention?” and “What is Kaj Munk trying to say in his
song about The Blue Anemone?”, and did as such require the students to not only know facts
about Kaj Munk, but also be able to reflect upon the material they had worked with. Results
showed that even though the students had not been told much about Kaj Munk before
engaging in the different phases, three out of five groups were able to answer all ten questions
correctly, and the remaining two groups each had one wrong answer.
The positive results of the quiz may be credited to the students’ engagement in the MPL tour
around town. One of the particularly interesting observations made in several of the groups,
were that when reaching one of the intended location, one group member would read aloud
the content of the learning object, and the remaining group members would appear fairly
uninterested. The technology itself did not motivate much interest, and in some cases no one
really wanted to be the one in charge of the device. In spite of showing such little enthusiasm
on location, observers noted that as the groups were walking from one location to the next,
they would discuss and reflect upon the material they had just received, and in some degree
translate it into something they could all understand. As such the application of mobile
learning objects appeared to motivate an important degree of collaborative learning, which all
members of the group were able to engage in and benefit from.
As mentioned, the evaluation of the persuasiveness of the PLD had called for careful
methodological considerations, as the students were perceived to potentially be more easily
influenced by the situation. The evaluation was approached form a qualitative perspective, as
it was considered of greater importance to gain a deeper understanding of how the students
experienced the PLD, and whether this approach to learning had any motivating effect. The
overall approach to the qualitative evaluation is based on phenomenography (Ashworth,
2010), and sought to influence the students as little as possible, and to allow them the
anonymity to respond critically if necessary.
Much was gained from the observation studies, and in particular the walk along and in situ
interviews during the Mobile Learning Phase provided valuable insight to the potential of the
learning design and to the actual application of mobile devices in a learning scenarios. For
instance, the mentioned lack of enthusiasm from the students as they were on the route was
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surprising, as expectations were that the use of tablet computers in itself would be a
motivating factor, as this is not yet widely applied in Danish schools. The original concern
that the students might be so engaged in applying mobile devices for learning, that the device
would outshine the learning material was proven to be unnecessary. Contrarily it may be that
as the students are born as digital natives and with mobile devices as a natural element in their
everyday surroundings, the future of MPL calls for much richer ways to present learning
material. Technologies themselves do not impress the future users, so the design of the device
applications must constitute an engaging and intriguing experience. Particularly if the design
is to hold persuasive potential, as likeability is argued to be an important motivational factor
(Fogg, 2003).
In order to supplement the observations made during the day with specific input from the
students, the day was finished with a couple of evaluation activities that enabled the students
to submit individual feedback. All students were asked to fill out a questionnaire regarding
their attitude towards both Kaj Munk and the subject of history in general, and finally all
students were given a blue and a yellow piece of paper. On the blue piece of paper they were
asked to complete the sentence “I learned a lot today because…” and on the yellow piece of
paper they were asked to write down three adjectives, which described their impression of the
day. The dominant adjectives entered on the yellow piece of paper were “Fun”, “Exciting”
and “Different”. A majority of the students credited the MPL experience, the collaborative
learning and the high level of physical activity as the main reasons why their learning
outcome had been good. On student did comment that he/she was unsure about the actual
learning outcome, as many of the details about Kaj Munk would most likely soon be
forgotten.
Results of the questionnaire showed that a majority of the students found that the PLD
experience motivated them to learn more about history in general, however only 4 out of 18
students replied that the experience motivated them to learn more about Kaj Munk. 4 students
replied that they did not feel motivated to learn more about Kaj Munk, and 10 students replied
that the experience did not influence their interest in Kaj Munk in either direction. These
results were not as positive as hoped, but also not entirely unexpected. Although a majority of
the students responded positively with regards to being motivated towards history lessons in
general, one of the aims of the learning design was to motivate an interest in the life and
works of Kaj Munk and this was not entirely achieved by the learning design. One reason for
this may be that although the students do learn about WWII, the history about Kaj Munk and
in particular his literary works constitutes material that may be too complex for students of
this age to comprehend. Nonetheless, the benefit of testing the PLD with Kaj Munk material
remains that as the students have not previously been introduced to Kaj Munk specifically,
they students commonly engage in the experience with no knowledge about the material they
are to work with, This taken into consideration, it can be argued that the learning potential of
the design is considerable.
In summary, there is no empirical support for claiming that the MPL trial in Vester Hassing
directly motivated the students’ interest in the subject of Kaj Munk. However, the students
showed that they were able to learn about a complex subject through the combination of
learning objects and different learning activities. Furthermore, the trial provided a valuable
experience in the use of mobile persuasive learning objects in practice. Based on the
experiences of this trial, it would be interesting to explore the outcome of a similar PLD, in
which the learning material is better matched to the specific user group.
IWEPLET 2013 Proceedings - Page 159 of 168
References
Ashworth, P. a. L., Ursula. (2010). Achieving Empathy and Engagement: A practical approach to the design, conduct and reporting of phenomenographic research Studies in Higher Education (pp. 295-308): Routledge.
Biggs, J., & Tang, C. (2007). Teaching for Quality Learning at University (3rd ed.): Society for Research into Higher Education & Open University Press.
Bødker, S. a. E. C. (2012). Poetry in motion – Appropriation of the world of Apps. The 30th European Conference on Cognitive Ergonomics, ECCE '12.
Fogg, B., & Eckles, D. (2007). Mobile Persuasion - 20 Perspectives of the Future of Behavior Change: Persuasive Technology Lab, Stanford University.
Fogg, B. J. (2003). Persuasive Technology - Using Computers to Change What We Think and Do. San Francisco: Morgan Kaufmann Publishers.
Gram-Hansen, L. B. (2009). Geocaching in a persuasive perspective. The 4th Conference on Persuasive Technology, Claremont, CA.
Gram-Hansen, S. B. (2012). Deliverables Report D.3.3, Persuasive Learning Designs: Aalborg university.
Gram-Hansen, S. B. (2013a). Persuasive Design - A Matter of Context Adaptation. IWEPLET 2013 - Workshop on Persuasive Technology in Learning and Teaching, Paphos, Cyprus.
Gram-Hansen, S. B., & Gram-Hansen, L. B. (2013). On the role of Ethics in Persuasive Design. ETHICOMP2013, Kolding.
Gram-Hansen, S. B. a. L. B. G.-H. (2013b). On the role of ethics in Persuasive Design. Ethicomp 2013, Kolding.
Kristensen, K. D. (2013). A 6 Step Guide to Persuasive Learning ECTEL, Paphos, Cypres. Leijon, M. (2012). The room in higher education – a space for learning? DfL2012 – The third Designs
for Learning conference, Copenhagen. Thomsen, T. B. (2008). GPS i Undervisningen. Thorning Skole: Thorning Skole.
IWEPLET 2013 Proceedings - Page 160 of 168
PEERs at Play: A Case Study on Persuasive Educational and Entertainment Robotics in Autism Education
Lykke Brogaard Bertel, Dorte Malig Rasmussen Danish Technological Institute, Odense, Forskerparken 10F 5230 Odense M
[email protected] , [email protected]
This paper introduces the notion of Persuasive Educational and Entertainment Robotics
(PEERs) as the intersection between Persuasive Design, Human-Robot Interaction and
Didactics and investigates the persuasive potential of PEERs in special needs education
through an empirical study on the implementation and use of the robot seal PARO at a
school for children with autism. Results include a categorization of user-developed
concepts of PEER-supported interventions in special needs education as well as
persuasive design principles that emerges from the comparison and combination of design
strategies within Persuasive Technology, Human-Robot Interaction and Didactics.
Keywords: Persuasive Design, Human-Robot Interaction, Autism Education
Introduction
Robots are increasingly implemented as teaching aids and assistants at universities, secondary
and even primary schools to increase interest STEM teaching (Mataríc, Koenig & Feil-Seifer,
2007 and Majgaard & Misfeldt, 2010) and language learning (Han & Dongho, 2009) by
providing a platform for experimentation, reflection and collaboration. The application of
robots to motivate social interaction and communication in autism education has also gained
increased interest in recent years (Dautenhahn et al, 2009, Lee, Breazeal & Picard, 2008,
Robins et al, 2009, Kozima, Nakagawaand Yasuda, 2005). For robots to succeed as
motivational trainers, teachers and playmates their physical appearance, interactivity and
social behaviour must match the users’ needs and meet the demands of an ever changing
educational context. This calls for well-established guidelines as to how such robots should be
designed and in what ways interacting with them can support learning.
Within the field of Persuasive Design (PD) it is argued that technologies can be persuasive in
the role as social actors. Naturally, from a PD perspective social robots can viewed as social
actors since their main purpose is to engage in social interactions with humans and thus one
might consider the principles of PD when designing social robots for persuasive purposes.
From a Human-Robot Interaction (HRI) perspective, though, the design of robots for
particular (often persuasive) purposes, has also received a great deal of attention in recent
years. Thus, this paper shows that a lot can be gained from looking at the taxonomies of HRI
when designing persuasive social actors. Furthermore, this paper argues that for robots to be
persuasive within an educational context, one must also consider the conditions of this
particular context of application. Specifically, this paper proposes the combination of PD,
HRI and Didactics as a framework for designing robots that motivate play and learning. The
notion of Persuasive Educational and Entertainment Robotics (PEERs) is introduced and
based on a case study on the implementation of the therapeutic robot seal PARO at a school
for children with autism, the different roles of the robot in persuasive interventions are
outlined and discussed in relation to the framework. The paper is concluded with thoughts on
the perspectives and limitations of the work with directions for future research.
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Persuasive Educational and Entertainment Robotics (PEERs)
This paper builds on the work in (Bertel, 2012) which
argues that the combination of theory on motivation,
interaction and learning within PD, HRI and Didactics
can provide a framework for designing robots
specifically for the purpose of education. Thus, the
PEERs model (see figure 1) is a conceptualization of
robots designed to motivate play and learning as well
as a categorization of related fields and technologies;
A. Persuasive Robotics, i.e. robots that motivate
behavior change through social support (e.g.
robotic weight consultants that keep track of
users’ dietary information (Kidd & Breazeal,
2008) or service robots that elicits emotional
responses to users’ energy consumption
(Vossen, Ham & Midden, 2010) to encourage a healthier or greener lifestyle).
B. Educational Robotics, i.e. hands-on robotic kits such as LEGO Mindstorms used to
teach topics within STEM education. These robotic kits have generally been argued to
support a constructionist approach to learning (Papert, 1980) and thus facilitate
embodied learning through experimentation, reflection and collaboration (Mataríc,
Koenig & Feil-Seifer, 2007 and Majgaard & Misfeldt, 2011)
C. Persuasive Learning Designs (PLD), also termed Persuasive Learning Objects and
Technologies (EuroPLOT, 2010) covers the application of ICT tools to motivate and
enhance learning. Theoretical concepts and design methodologies have been
developed in (Gram-Hansen, 2012 and Gram-Hansen, Schärfe & Dinesen, 2012) with
a particular focus on including the context of the interaction in the design of PLD’s.
The conceptualization of PEERs creates the opportunity to compare these related research
fields theoretically and compile their respective strategies and principles when designing
social robots specifically with the purpose of motivating play and learning.
Robots in Persuasive Design and Persuasion in Robotics
The fields of HRI and PD have in common that they both argue robots as possible persuasive
agents. From an industrial HRI perspective, robots are most often considered to be tools (with
the primary purpose of increasing efficiency and reducing complex tasks and thus costs).
However, from a PD perspective this is not viewed as particularly persuasive even though it
quite possibly induces behavior (and perhaps even attitude) change. Within PD some
technologies described as simulated objects could also be considered robotic (e.g. the well-
known Baby Think It Over which provides compelling experiences to young women about
the advantages and (particularly) disadvantages of early motherhood (Fogg, 2003). So
according to the PD framework, a social robot that imitates the behavior of an animal or a
human convincingly can also be viewed as a portable persuasive simulation technology
provided that it seeks to highlight the impact of certain behaviors and motivate behavior or
attitude change (Fogg, 2003). However, although it seems that whether a robot should be
considered a tool (reducing complex tasks), a simulating medium (simulating physical,
psychological or emotional intelligence) or a social actor (engaging in social interaction,
providing feedback and creating social relations) would depend on the design of the
technology, the task at hand and the context of the interaction, most of the principles that can
be directly related to social robotics come under the persuasive role as a social actor. The
Figure 1. Persuasive Educational
and Entertainment Robotics
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principles of this persuasive role are not limited to robots and include other technologies that
possess social qualities as well (virtual avatars etc.). Here, it is argued that the fact that people
respond socially to technologies has significant implications for persuasion as it allow these
technologies to apply a host of persuasion dynamics that arises from social situations (Fogg,
2003). These social cues are then formulated into a set of PD principles (see table 1) that
describes particular ways of utilizing these cues of social influence to motivate and persuade:
Table 1. Social Cues and Principles of Persuasive Social Actors
Cue Examples Persuasive Principle
Physical Face, eyes, body, movement Visually attractive PT is likely to be more persuasive
Psychological Preferences, humour,
personality, feelings, empathy
People are more readily persuaded by PT products
that are somewhat similar to themselves in some way
Language Interactive language use, spoken
language, language recognition
By offering praise (words, images, symbols, sounds)
PT can lead users to be more open to persuasion
Social Dynamics Turn taking, cooperation, praise,
answering questions, reciprocity
People will feel the need to reciprocate when PT has
done a favour for them
Social role Doctor, teammate, teacher, guide The role of authority enhances powers of persuasion
Within robotics, the research field of social robots emerged from the area of biologically
inspired robots and the idea that robots should be able to interact and share information, not
with humans, but among each other, as is the case with swarm robots (Dautenhahn & Billard,
1999). From the beginning of this millennium, though, social HRI gained increased interest,
and in 2003 the term Socially Interactive Robotics (SIR, i.e. robots whose sole purpose is to
engage in social interaction) was defined (Fong & Dautenhahn, 2003) and a taxonomy of
characteristics and key components of SIR developed (see table 2).
Table 2. Taxonomy of Socially Interactive Robots (SIR)
Properties Example Description
Morphology anthropomorphic, zoomorphic,
caricatured, functional
Establishes social expectations and provides
information about the intended function of the robot
Emotions anger, fear, sadness, joy, surprise,
neutral and combinations
Facilitate credibility in HRI and serve as feedback to
the user about the robots internal state
Dialogue synthetic language, natural
language, non-verbal cues
Exchange and interpretation of symbols and
information about the context of the interaction
Personality tool, pet, character, supernatural,
human-like
A set of qualities which are particularly significant
for a specific robot
Perception face/gaze tracking, speech/gesture
recognition, tone of voice
A social robot must possess a number of perceptual
abilities to engage in social interaction
User Modelling qualifications, experience,
cognitive abilities
The ability to create different user models so as to
adapt to and shape the interaction in relation to
specific user characteristics
Situated learning imitation, learning The ability to transfer information, skills and tasks
between robots and humans
Intentionality targeted behaviour, theory of
mind, joint attention
For people to be able to asses and predict behaviour,
it is necessary that the robot expresses intentionality
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Some of the characteristics in this traditional HRI taxonomy are similar to the social cues
highlighted in PD. For instance the terms morphology and emotions cover qualities much like
the physical and psychological cues of persuasive social actors. Dialogue can be viewed as a
combination of the cues related to language and social dynamics. Finally, the robots
personality is also similar to PD’s idea about the social role of the technology. The remaining
components revolve around particular cognitive abilities (perception, user modeling, situated
learning and intentionality). One could say that the first four types of characteristics of HRI
similar to PD focus on qualities that shape the social interaction, whereas the last four types
characterize the prerequisites for fully autonomous social HRI.
The idea that robots can motivate behavior change through social support is not unknown to
the field of HRI. This is also referred to as the overlap between SIR and Assistive Robotics,
i.e. Socially Assistive Robotics (SAR), which most often describes assistive robotic
technologies that support physical or cognitive rehabilitation not by physical manipulation but
through social interaction (Feil-Seifer & Mataríc, 2005). The SAR framework (see table 3)
adds to the existing taxonomy for social robots the following concepts:
Table 3. Taxonomy of Socially Assistive Robots (SAR)
Properties Example Description
User
population
elderly, users with physical or
cognitive disorders, students
SAR can address various populations of users, ranging in age,
impairment, and need.
Task
tutoring, physical therapy,
daily life assistance, emotional
expression
SAR must engage the user effectively, achieve the goals of
the domain-specific activity and be responsive to the needs
and requirements of direct users and indirect stakeholders
Interaction
modality Speech, Gestures, Direct Input
SAR interactions vary in type and modality. Interactions
should be treated separately from the robot’s personality and
also describe the reciprocal interaction by the human user.
Role Caregiver, therapy aid,
companion
The role of the robot may be defined by the task it is assisting
with, the user population it is working with and the
impression it gives through its appearance and behaviour.
It can be argued, that these SAR concepts define Persuasive Robotics, i.e. the overlap between
PD and HRI (see figure 1) which is distinguished from other types of social robots since
having a predefined user group and task entails a specific (persuasive) intention. However, the
SAR taxonomy has much greater focus on the target user and the context of the interaction.
Positioning PEERs: The Importance of Context in Persuasive Learning Designs
As argued in (Gram-Hansen, Schärfe & Dinesen, 2012) the traditional approach to PD as a
context-independent framework limits its applicability as a design tool, particularly within the
field of education. This holds for the principles related to the persuasive role as social actor as
well. Here, the complex and highly contextual social cues that cause people to make
inferences about social presence (i.e. physical, psychological, language, social dynamics and
social roles) are reduced to a few narrow and unilateral principles revolving around only a
fragment of those social cues (i.e. visual attractiveness, similarity and reciprocity, praise and
authority). It could be argued that whether a social robot will be considered visually attractive
depends on the user and the nature and purpose of the interaction. For instance, a human-like
design was specifically avoided when designing a social robot to assist in the relocation of
patients (Mukai et al, 2010). Its size, colors and visual design were chosen to signal
cleanliness and robustness, but could also possibly be seen as intimidating in other contexts.
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Similarly, as argued in (Bertel, 2010) the effects of praise and rewards are not constant over
time or across contexts. Rather, they are mediated by the power structure in the social context
of the interaction and the relationship between persuader and persuadee. Furthermore,
although a technology can certainly be persuasive in the role as an authority, it is not difficult
to imagine situations where authoritative behavior will have a detrimental effect on
motivation, particularly within education. Thus, when it comes to the design of robots as
social actors the PD principles do not really reflect the complexity or cultural and contextual
dependency of the aforementioned social cues or provide a method for prioritizing and
operationalizing them in specific designs. The taxonomic additions in SAR, however,
contribute to both the PD and HRI frameworks as it stresses the importance of context in
persuasive HRI and argues that particularly the role of the robot is defined by the task it is
assisting with, the user population it is working with and the impression it gives through its
appearance and behaviour (Feil-Seifer & Mataríc, 2005).
PEERs at Play: A Case Study in Autism Education
To understand in what ways PEERs can facilitate motivation and what roles they can take on
for specific educational purposes, we conducted a three month case study on the use of the
social robot PARO at a school for children with autism.
PARO is an autonomous robotic seal equipped
with sensors and actuators and computational
intelligence that enables it to simulate the sounds
and movements of a real baby harp seal. It is
being used with great success in dementia care in
Japan and Europe as a robot companion with the
purpose of increasing quality of life and reduce
stress and anxiety and to provide a therapeutic
tool for specific individual interventions (i.e.
calming down, keeping/removing focus, reviving
memories or language rejuvenating the identity as
a caregiver etc. (Klein, Gaedt & Cook, 2013 and
Wada & Shibata, 2007). Recent research suggests that PARO can be used as a facilitator of
social communication for children with autism as well (e.g. Marti et al., 2005 and Roberts &
Shore, 2013).
Whereas much of the related research on PARO for autism education were done in
experimental settings, in this case we did a 3 month field study on the implementation and use
of PARO at school for children with autism. This provided the opportunity to study long-term
interactions in real-world educational settings as well as to promote a high level of user
involvement in the development of the didactic designs supporting the use of PARO as a
PEER. A total of three PAROs were implemented in 3 groups of children divided by age but
with similar level of cognitive development (0-1 years of age) in which most have no spoken
language and use alternative tools for communication. In total, 20 children and 7 teachers
participated in study. The didactic applications of PARO were developed entirely by the
participating teachers through 3 participatory design phases; exploration, co-ideation and co-
creation/evaluation. The research setup and participatory framework is described in detail in
(Bertel, Rasmussen & Christiansen, 2013). The following analysis will thus focus on the role
of PARO as a PEER and the persuasive principles utilized in relation to this role, in particular.
Figure 2. The PEER PARO
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The Role of PARO as a PEER in Persuasive Interventions
From the case study we found, that PARO had different roles in different teacher-developed
didactic designs depending on the individual child, the goal of the intervention and the
specific context of the interaction. The observed interventions were often centered on
facilitating specific types of attention (bodily/verbal/social) and can be categorized as follows:
Bodily/Verbal Attention (see figure 3)
PARO was used as a sensory/cognitive stimulant to motivate
verbalization and meaningful physical interaction (e.g. eye-
contact, petting) either independently or supported by a
teacher. This didactic design was deployed with a child, who
would mostly touch things very lightly with his fingertips.
With PARO he would engage in bodily interactions (using
arms, chest and face) for longer periods of time. Also, the children were encouraged to
verbalize their thoughts while interacting with PARO (e.g. “dog/ seal”, “feed/sleep” and “tail/
eyes”). The teachers reported that the children were particularly interested in the eyes and
would instantly seek eye-contact, which they would normally avoid. Here, it was thus the
morphology, i.e. the visual, tactile and auditory feedback as well as the simulated perception
(gaze-tracking, reaction to touch) that supported the persuasive intervention in question.
Joint Attention (see figure 4)
PARO was used as an object of joint attention between to
facilitate social interaction. E.g., one group of teachers used
the act of grooming PARO to get two children of whom one
was afraid of the other to jointly touch PARO and eventually
touch each other. They were already working on this
particular goal. However, the children had never shaken hands
or touched each other spontaneously until the sessions with
PARO. In other cases, PARO was used with three children in
the introduction and rehearsal of social concepts such as care giving (e.g. grooming, feeding,
and tucking in) and social events such as birthdays, dance parties and tobogganing. The
teacher explained how the one child with more ability to get ideas for social concepts would
instruct the second child who would then instruct the third child in the concepts he had
learned from the first child. Here, PAROs morphology, personality and perceptive abilities
motivated the children to take on the social role as teammates and sometimes even teachers.
Center of Attention (see figure 5)
PARO was used to create a centre of attention for a larger
group of children. The context would often be a social
gathering of some sort, e.g. singing Christmas Carols or
playing musical instruments. The children would gather in a
circle around a table or on the floor and PARO would be
placed in the centre. The interaction would be initiated and
maintained by the teacher and there would be less physical
interaction between PARO and the children. In some cases
PARO would even be turned off. However, it would be
included in the social setting of the interaction, often initiated by the children. One teacher
described how the children would provide PARO with a songbook of its own. Another
teacher described how a child had changed the lyrics from a lullaby to be about PARO.
Fig. 3. Interacting with
PARO to motivate bodily
or verbal attention
P C
(t)
(t)
P
C C
Fig. 4. Interacting with
PARO to motivate joint
attention
Fig. 5. Interacting with
PARO to motivate social
attention
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Directing and redirecting attention (see figure 6)
Finally, in some didactic designs, PARO was used to
direct or redirect the attention of a child in certain
difficult situations. For instance, if a child would have
to stay focused on a specific task for longer than
usual (e.g. for psychological evaluation), or if a child
was intimidated either by external factors such as new
and unfamiliar surroundings (e.g. going to a new
playground or to church at Christmas) or by the fact
that he or she were to be the center of attention at a specific social event (e.g. visiting and
introducing oneself at a new school). In these cases PARO would be used strategically to shift
focus from the child’s activities and performance to the activities and performances of PARO
for which it would need the child’s ‘help’. Thus, rather than PARO accompanying the child,
the child would accompany PARO as a helper, teammate or teacher.
Conclusions and Directions for Future Work
Based on the empirical findings the role of the robot (as stressed in SAR) plays an important
part in defining the persuasive potential of social robots for persuasive, educational purposes.
In none of the above four types of teacher-developed didactic designs is there a particular
preference for the robot in the role as an authority, and especially in the latter a directly
inverse relationship between the user and the robot is considered the key to enhancing
motivation. That is, in this case the user is the authority (the teacher, guide or helper) and the
robot is the one requiring care and assistance. Thus, for the principles of PD (i.e.
attractiveness, similarity, authority, praise and reciprocity) to be useful as PEER design tools,
we argue that they must be extended and understood as the strategic use of particular
properties of HRI in relation to a specific target group, task and context within education. The
following is an attempt to do exactly this:
Table 4. Persuasive Principles of PEERs
Original
Principle
Extended/Revised
Principle
Related properties of
HRI Didactic Application
Attractiveness Strategic design of
physical cues
Morphology (SIR),
Personality (SIR)
PEERs physical appearance should be
attractive to both students and teachers
Similarity Strategic design of
psychological cues
Emotions (SIR),
Intentionality (SIR),
Perception (SIR)
PEERs should express intentions and
affective states meaningfully. If possible be
able to perceive these in users too
Praise and
rewards
Strategic
interaction design
Dialogue (SIR), Interaction
Modalities (SAR), Social
Dynamics (PD)
PEER interaction design must match the
physical appearance and user preference. If
possible it should be multimodal
Reciprocity Strategic design of
tasks
Task (SAR), Situated
learning (SIR)
PEERs should solve tasks not solvable by
humans. It should not replace humans.
Authority Strategic design of
social relations
Role (SAR), User
Modelling (SIR)
PEERs should be able to assume different
roles depending on user, task and context
In the future, these findings will be further explored in larger-scale, long-term and cross-
contextual case studies with morphologically different social robots, for different users, tasks
and contexts of interaction to investigate the applicability and replicability of these particular
persuasive principles of PEERs.
Fig. 6. Interacting with
PARO to redirect attention
IWEPLET 2013 Proceedings - Page 167 of 168
Acknowledgements
The authors would like to thank Egebakken and the participating teachers and students for
their contribution to this research. The research is done in cooperation with Aalborg
University and supported by the Danish Agency for Science, Technology and Innovation.
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